mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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177 lines
5.7 KiB
C++
177 lines
5.7 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/renderBinManager.h"
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#include "console/consoleTypes.h"
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#include "materials/matInstance.h"
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#include "scene/sceneManager.h"
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#include "console/engineAPI.h"
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IMPLEMENT_CONOBJECT(RenderBinManager);
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RenderBinManager::RenderBinManager( const RenderInstType& ritype, F32 renderOrder, F32 processAddOrder ) :
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mRenderInstType( ritype ),
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mRenderOrder( renderOrder ),
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mProcessAddOrder( processAddOrder ),
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mRenderPass( NULL )
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{
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VECTOR_SET_ASSOCIATION( mElementList );
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mElementList.reserve( 2048 );
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}
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ConsoleDocClass( RenderBinManager,
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"@brief The abstract base for all render bins.\n\n"
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"The render bins are used by the engine as a high level method to order and batch rendering "
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"operations.\n"
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"@ingroup RenderBin\n" );
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void RenderBinManager::initPersistFields()
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{
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addField( "binType", TypeRealString, Offset(mRenderInstType.mName, RenderBinManager),
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"Sets the render bin type which limits what render instances are added to this bin." );
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addField("renderOrder", TypeF32, Offset(mRenderOrder, RenderBinManager),
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"Defines the order for rendering in relation to other bins." );
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addField("processAddOrder", TypeF32, Offset(mProcessAddOrder, RenderBinManager),
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"Defines the order for adding instances in relation to other bins." );
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Parent::initPersistFields();
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}
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void RenderBinManager::onRemove()
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{
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// Tell the render pass to remove us when
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// we're being unregistered.
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if ( mRenderPass )
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mRenderPass->removeManager( this );
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Parent::onRemove();
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}
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void RenderBinManager::notifyType( const RenderInstType &type )
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{
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// Avoid duplicate types.
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if ( !type.isValid() ||
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mRenderInstType == type ||
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mOtherTypes.contains( type ) )
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return;
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mOtherTypes.push_back( type );
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// Register for the signal if the pass
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// has already been assigned.
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if ( mRenderPass )
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mRenderPass->getAddSignal(type).notify( this, &RenderBinManager::addElement, mProcessAddOrder );
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}
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void RenderBinManager::setRenderPass( RenderPassManager *rpm )
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{
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if ( mRenderPass )
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{
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if ( mRenderInstType.isValid() )
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mRenderPass->getAddSignal(mRenderInstType).remove( this, &RenderBinManager::addElement );
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for ( U32 i=0; i < mOtherTypes.size(); i++ )
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mRenderPass->getAddSignal(mOtherTypes[i]).remove( this, &RenderBinManager::addElement );
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}
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mRenderPass = rpm;
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if ( mRenderPass )
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{
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if ( mRenderInstType.isValid() )
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mRenderPass->getAddSignal(mRenderInstType).notify( this, &RenderBinManager::addElement, mProcessAddOrder );
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for ( U32 i=0; i < mOtherTypes.size(); i++ )
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mRenderPass->getAddSignal(mOtherTypes[i]).notify( this, &RenderBinManager::addElement, mProcessAddOrder );
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}
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}
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void RenderBinManager::addElement( RenderInst *inst )
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{
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internalAddElement(inst);
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}
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void RenderBinManager::internalAddElement(RenderInst* inst)
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{
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mElementList.increment();
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MainSortElem &elem = mElementList.last();
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elem.inst = inst;
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elem.key = inst->defaultKey;
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elem.key2 = inst->defaultKey2;
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}
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void RenderBinManager::clear()
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{
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mElementList.clear();
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}
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void RenderBinManager::sort()
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{
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dQsort( mElementList.address(), mElementList.size(), sizeof(MainSortElem), cmpKeyFunc);
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}
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S32 FN_CDECL RenderBinManager::cmpKeyFunc(const void* p1, const void* p2)
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{
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const MainSortElem* mse1 = (const MainSortElem*) p1;
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const MainSortElem* mse2 = (const MainSortElem*) p2;
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S32 test1 = S32(mse2->key) - S32(mse1->key);
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return ( test1 == 0 ) ? S32(mse1->key2) - S32(mse2->key2) : test1;
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}
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void RenderBinManager::setupSGData( MeshRenderInst *ri, SceneData &data )
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{
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PROFILE_SCOPE( RenderBinManager_setupSGData );
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// NOTE: We do not reset or clear the scene state
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// here as the caller has initialized non-RI members
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// himself and we must preserve them.
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//
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// It also saves a bunch of CPU as this is called for
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// every MeshRenderInst in every pass.
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dMemcpy( data.lights, ri->lights, sizeof( data.lights ) );
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data.objTrans = ri->objectToWorld;
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data.backBuffTex = ri->backBuffTex;
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data.cubemap = ri->cubemap;
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data.miscTex = ri->miscTex;
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data.reflectTex = ri->reflectTex;
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data.lightmap = ri->lightmap;
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data.visibility = ri->visibility;
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data.materialHint = ri->materialHint;
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}
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DefineEngineMethod( RenderBinManager, getBinType, const char*, (),,
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"Returns the bin type string." )
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{
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return object->getRenderInstType().getName();
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}
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