afxRenderHighlightMgr.cpp
Engine/source/afx/afxRenderHighlightMgr.cpp
Public Functions
Detailed Description
Public Functions
IMPLEMENT_CONOBJECT(afxRenderHighlightMgr )
1 2 3//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// 4// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames 5// Copyright (C) 2015 Faust Logic, Inc. 6// 7// Permission is hereby granted, free of charge, to any person obtaining a copy 8// of this software and associated documentation files (the "Software"), to 9// deal in the Software without restriction, including without limitation the 10// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or 11// sell copies of the Software, and to permit persons to whom the Software is 12// furnished to do so, subject to the following conditions: 13// 14// The above copyright notice and this permission notice shall be included in 15// all copies or substantial portions of the Software. 16// 17// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 18// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 19// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 20// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 21// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 22// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS 23// IN THE SOFTWARE. 24// 25//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// 26 27//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// 28// The afxRenderHighlightMgr class is adapted from the resource, 29// "Silhoute selection via postFX for Torque3D" posted by Konrad Kiss. 30// http://www.garagegames.com/community/resources/view/17821 31// Supporting code mods in other areas of the engine are marked as 32// "(selection-highlight)". 33//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// 34 35#include "platform/platform.h" 36#include "afxRenderHighlightMgr.h" 37 38#include "scene/sceneManager.h" 39#include "scene/sceneRenderState.h" 40#include "materials/sceneData.h" 41#include "materials/matInstance.h" 42//#include "materials/materialFeatureTypes.h" 43#include "materials/processedMaterial.h" 44#include "postFx/postEffect.h" 45#include "gfx/gfxTransformSaver.h" 46#include "gfx/gfxDebugEvent.h" 47#include "math/util/matrixSet.h" 48 49IMPLEMENT_CONOBJECT( afxRenderHighlightMgr ); 50 51afxRenderHighlightMgr::afxRenderHighlightMgr() 52 : RenderTexTargetBinManager( RenderPassManager::RIT_Mesh, 53 1.0f, 54 1.0f, 55 GFXFormatR8G8B8A8, 56 Point2I( 512, 512 ) ) 57{ 58 mNamedTarget.registerWithName( "highlight" ); 59 mTargetSizeType = WindowSize; 60} 61 62afxRenderHighlightMgr::~afxRenderHighlightMgr() 63{ 64} 65 66PostEffect* afxRenderHighlightMgr::getSelectionEffect() 67{ 68 if ( !mSelectionEffect ) 69 mSelectionEffect = dynamic_cast<PostEffect*>( Sim::findObject( "afxHighlightPostFX" ) ); 70 71 return mSelectionEffect; 72} 73 74bool afxRenderHighlightMgr::isSelectionEnabled() 75{ 76 return getSelectionEffect() && getSelectionEffect()->isEnabled(); 77} 78 79void afxRenderHighlightMgr::addElement( RenderInst *inst ) 80{ 81 // Skip out if we don't have the selection post 82 // effect enabled at this time. 83 if ( !isSelectionEnabled() ) 84 return; 85 86 // Skip it if we don't have a selection material. 87 BaseMatInstance *matInst = getMaterial( inst ); 88 if ( !matInst || !matInst->needsSelectionHighlighting() ) 89 return; 90 91 internalAddElement(inst); 92} 93 94void afxRenderHighlightMgr::render( SceneRenderState *state ) 95{ 96 PROFILE_SCOPE( RenderSelectionMgr_Render ); 97 98 if ( !isSelectionEnabled() ) 99 return; 100 101 const U32 binSize = mElementList.size(); 102 103 // If this is a non-diffuse pass or we have no objects to 104 // render then tell the effect to skip rendering. 105 if ( !state->isDiffusePass() || binSize == 0 ) 106 { 107 getSelectionEffect()->setSkip( true ); 108 return; 109 } 110 111 GFXDEBUGEVENT_SCOPE( RenderSelectionMgr_Render, ColorI::GREEN ); 112 113 GFXTransformSaver saver; 114 115 // Tell the superclass we're about to render, preserve contents 116 const bool isRenderingToTarget = _onPreRender( state, true ); 117 118 // Clear all the buffers to black. 119 //GFX->clear( GFXClearTarget, ColorI::BLACK, 1.0f, 0); 120 GFX->clear( GFXClearTarget, ColorI::ZERO, 1.0f, 0); 121 122 // Restore transforms 123 MatrixSet &matrixSet = getRenderPass()->getMatrixSet(); 124 matrixSet.restoreSceneViewProjection(); 125 126 // init loop data 127 SceneData sgData; 128 sgData.init( state, SceneData::HighlightBin ); 129 130 for( U32 j=0; j<binSize; ) 131 { 132 MeshRenderInst *ri = static_cast<MeshRenderInst*>(mElementList[j].inst); 133 134 setupSGData( ri, sgData ); 135 136 BaseMatInstance *mat = ri->matInst; 137 138 U32 matListEnd = j; 139 140 while( mat && mat->setupPass( state, sgData ) ) 141 { 142 U32 a; 143 for( a=j; a<binSize; a++ ) 144 { 145 MeshRenderInst *passRI = static_cast<MeshRenderInst*>(mElementList[a].inst); 146 147 if ( newPassNeeded( ri, passRI ) ) 148 break; 149 150 matrixSet.setWorld(*passRI->objectToWorld); 151 matrixSet.setView(*passRI->worldToCamera); 152 matrixSet.setProjection(*passRI->projection); 153 mat->setTransforms(matrixSet, state); 154 155 // Setup HW skinning transforms if applicable 156 if (mat->usesHardwareSkinning()) 157 { 158 mat->setNodeTransforms(passRI->mNodeTransforms, passRI->mNodeTransformCount); 159 } 160 161 mat->setSceneInfo(state, sgData); 162 mat->setBuffers(passRI->vertBuff, passRI->primBuff); 163 164 if ( passRI->prim ) 165 GFX->drawPrimitive( *passRI->prim ); 166 else 167 GFX->drawPrimitive( passRI->primBuffIndex ); 168 } 169 matListEnd = a; 170 setupSGData( ri, sgData ); 171 } 172 173 // force increment if none happened, otherwise go to end of batch 174 j = ( j == matListEnd ) ? j+1 : matListEnd; 175 } 176 177 // Finish up. 178 if ( isRenderingToTarget ) 179 _onPostRender(); 180 181 // Make sure the effect is gonna render. 182 getSelectionEffect()->setSkip( false ); 183} 184