Torque3D/Engine/source/renderInstance/renderDeferredMgr.h
marauder2k7 efbe5e90f5 virtuals removed
virtuals removed and replaced with override where necessary, clang-tidy to the rescue.
2024-03-18 18:13:00 +00:00

221 lines
7.1 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.
//-----------------------------------------------------------------------------
#ifndef _DEFERRED_MGR_H_
#define _DEFERRED_MGR_H_
#include "renderInstance/renderTexTargetBinManager.h"
#include "materials/matInstance.h"
#include "materials/processedShaderMaterial.h"
#include "shaderGen/conditionerFeature.h"
#include "core/util/autoPtr.h"
// Forward declare
class DeferredMatInstance;
// This render manager renders opaque objects to the z-buffer as a z-fill pass.
// It can optionally accumulate data from this opaque render pass into a render
// target for later use.
class RenderDeferredMgr : public RenderTexTargetBinManager
{
typedef RenderTexTargetBinManager Parent;
public:
// registered buffer name
static const String BufferName;
// andremwac: Deferred Rendering
static const String ColorBufferName;
static const String MatInfoBufferName;
// Generic Deferred Render Instance Type
static const RenderInstType RIT_Deferred;
RenderDeferredMgr( bool gatherDepth = true,
GFXFormat format = GFXFormatR16G16B16A16 );
virtual ~RenderDeferredMgr();
virtual void setDeferredMaterial( DeferredMatInstance *mat );
// RenderBinManager interface
void render(SceneRenderState * state) override;
void sort() override;
void clear() override;
void addElement( RenderInst *inst ) override;
// ConsoleObject
DECLARE_CONOBJECT(RenderDeferredMgr);
typedef Signal<void(const SceneRenderState*, RenderDeferredMgr*, bool)> RenderSignal;
static RenderSignal& getRenderSignal();
static const U32 OpaqueStaticLitMask = BIT(1); ///< Stencil mask for opaque, lightmapped pixels
static const U32 OpaqueDynamicLitMask = BIT(0); ///< Stencil mask for opaque, dynamic lit pixels
static const GFXStateBlockDesc &getOpaqueStencilTestDesc();
static const GFXStateBlockDesc &getOpaqueStenciWriteDesc(bool lightmappedGeometry = true);
bool setTargetSize(const Point2I &newTargetSize) override;
inline BaseMatInstance* getDeferredMaterial( BaseMatInstance *mat );
protected:
/// The terrain render instance elements.
Vector< MainSortElem > mTerrainElementList;
/// The object render instance elements.
Vector< MainSortElem > mObjectElementList;
DeferredMatInstance *mDeferredMatInstance;
///
Vector< MainSortElem > mProbeElementList;
virtual void _registerFeatures();
virtual void _unregisterFeatures();
bool _updateTargets() override;
virtual void _createDeferredMaterial();
bool _lightManagerActivate(bool active);
// Deferred Shading
NamedTexTarget mColorTarget;
NamedTexTarget mMatInfoTarget;
GFXTexHandle mColorTex;
GFXTexHandle mMatInfoTex;
GFXTexHandle mDiffuseLightTex;
GFXTexHandle mSpecularLightTex;
GFXShaderConstBufferRef mShaderConsts;
};
//------------------------------------------------------------------------------
class ProcessedDeferredMaterial : public ProcessedShaderMaterial
{
typedef ProcessedShaderMaterial Parent;
public:
ProcessedDeferredMaterial(Material& mat, const RenderDeferredMgr *deferredMgr);
U32 getNumStages() override;
void addStateBlockDesc(const GFXStateBlockDesc& desc) override;
protected:
void _determineFeatures( U32 stageNum, MaterialFeatureData &fd, const FeatureSet &features ) override;
const RenderDeferredMgr *mDeferredMgr;
bool mIsLightmappedGeometry;
};
//------------------------------------------------------------------------------
class DeferredMatInstance : public MatInstance
{
typedef MatInstance Parent;
public:
DeferredMatInstance(MatInstance* root, const RenderDeferredMgr *deferredMgr);
virtual ~DeferredMatInstance();
bool init()
{
return init( mFeatureList, mVertexFormat );
}
// MatInstance
bool init( const FeatureSet &features,
const GFXVertexFormat *vertexFormat ) override;
protected:
ProcessedMaterial* getShaderMaterial() override;
const RenderDeferredMgr *mDeferredMgr;
};
//------------------------------------------------------------------------------
class DeferredMatInstanceHook : public MatInstanceHook
{
public:
DeferredMatInstanceHook(MatInstance *baseMatInst, const RenderDeferredMgr *deferredMgr);
virtual ~DeferredMatInstanceHook();
virtual DeferredMatInstance *getDeferredMatInstance() { return mHookedDeferredMatInst; }
const MatInstanceHookType& getType() const override { return Type; }
/// The type for deferred material hooks.
static const MatInstanceHookType Type;
protected:
DeferredMatInstance *mHookedDeferredMatInst;
const RenderDeferredMgr *mDeferredManager;
};
//------------------------------------------------------------------------------
// A very simple, default depth conditioner feature
class LinearEyeDepthConditioner : public ConditionerFeature
{
typedef ConditionerFeature Parent;
public:
LinearEyeDepthConditioner(const GFXFormat bufferFormat)
: Parent(bufferFormat)
{
}
String getName() override
{
return "Linear Eye-Space Depth Conditioner";
}
void processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd ) override;
protected:
Var *_conditionOutput( Var *unconditionedOutput, MultiLine *meta ) override;
Var *_unconditionInput( Var *conditionedInput, MultiLine *meta ) override;
Var *printMethodHeader( MethodType methodType, const String &methodName, Stream &stream, MultiLine *meta ) override;
};
inline BaseMatInstance* RenderDeferredMgr::getDeferredMaterial( BaseMatInstance *mat )
{
DeferredMatInstanceHook *hook = static_cast<DeferredMatInstanceHook*>( mat->getHook( DeferredMatInstanceHook::Type ) );
if ( !hook )
{
hook = new DeferredMatInstanceHook( static_cast<MatInstance*>( mat ), this );
mat->addHook( hook );
}
return hook->getDeferredMatInstance();
}
#endif // _DEFERRED_MGR_H_