Torque3D Documentation / _generateds / renderTranslucentMgr.cpp

renderTranslucentMgr.cpp

Engine/source/renderInstance/renderTranslucentMgr.cpp

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Public Defines

define
HIGH_NUM() (((-1)/2) - 1)

Public Functions

ConsoleDocClass(RenderTranslucentMgr , "@brief A <a href="/coding/file/editortool_8cpp/#editortool_8cpp_1a4cb041169a32ea3d4cacadbb955e06b4">render</a> bin <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1a2732ab74fa0237854c2ba0f75f88a624">for</a> rendering translucent <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">meshes.\n\n</a>" "This bin is used <a href="/coding/file/cmdgram_8cpp/#cmdgram_8cpp_1a5bafda9519252aa2d0fd038153f77dca">to</a> <a href="/coding/file/editortool_8cpp/#editortool_8cpp_1a4cb041169a32ea3d4cacadbb955e06b4">render</a> translucent <a href="/coding/file/editortool_8cpp/#editortool_8cpp_1a4cb041169a32ea3d4cacadbb955e06b4">render</a> mesh instances and <a href="/coding/file/editortool_8cpp/#editortool_8cpp_1a4cb041169a32ea3d4cacadbb955e06b4">render</a> object " "instances. It is generally ordered late in the <a href="/coding/class/classrenderpassmanager/">RenderPassManager</a> after all opaque " "geometry <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">bins.\n\n</a>" "@ingroup <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">RenderBin\n</a>" )

Detailed Description

Public Defines

HIGH_NUM() (((-1)/2) - 1)

Public Functions

ConsoleDocClass(RenderTranslucentMgr , "@brief A <a href="/coding/file/editortool_8cpp/#editortool_8cpp_1a4cb041169a32ea3d4cacadbb955e06b4">render</a> bin <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1a2732ab74fa0237854c2ba0f75f88a624">for</a> rendering translucent <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">meshes.\n\n</a>" "This bin is used <a href="/coding/file/cmdgram_8cpp/#cmdgram_8cpp_1a5bafda9519252aa2d0fd038153f77dca">to</a> <a href="/coding/file/editortool_8cpp/#editortool_8cpp_1a4cb041169a32ea3d4cacadbb955e06b4">render</a> translucent <a href="/coding/file/editortool_8cpp/#editortool_8cpp_1a4cb041169a32ea3d4cacadbb955e06b4">render</a> mesh instances and <a href="/coding/file/editortool_8cpp/#editortool_8cpp_1a4cb041169a32ea3d4cacadbb955e06b4">render</a> object " "instances. It is generally ordered late in the <a href="/coding/class/classrenderpassmanager/">RenderPassManager</a> after all opaque " "geometry <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">bins.\n\n</a>" "@ingroup <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">RenderBin\n</a>" )

IMPLEMENT_CONOBJECT(RenderTranslucentMgr )

  1
  2//-----------------------------------------------------------------------------
  3// Copyright (c) 2012 GarageGames, LLC
  4//
  5// Permission is hereby granted, free of charge, to any person obtaining a copy
  6// of this software and associated documentation files (the "Software"), to
  7// deal in the Software without restriction, including without limitation the
  8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  9// sell copies of the Software, and to permit persons to whom the Software is
 10// furnished to do so, subject to the following conditions:
 11//
 12// The above copyright notice and this permission notice shall be included in
 13// all copies or substantial portions of the Software.
 14//
 15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
 20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
 21// IN THE SOFTWARE.
 22//-----------------------------------------------------------------------------
 23
 24#include "platform/platform.h"
 25#include "renderInstance/renderTranslucentMgr.h"
 26
 27#include "materials/sceneData.h"
 28#include "scene/sceneManager.h"
 29#include "scene/sceneObject.h"
 30#include "scene/sceneRenderState.h"
 31#include "materials/matInstance.h"
 32#include "gfx/gfxPrimitiveBuffer.h"
 33#include "gfx/gfxTransformSaver.h"
 34#include "gfx/gfxDebugEvent.h"
 35#include "renderInstance/renderParticleMgr.h"
 36#include "math/util/matrixSet.h"
 37
 38#define HIGH_NUM ((U32(-1)/2) - 1)
 39
 40IMPLEMENT_CONOBJECT(RenderTranslucentMgr);
 41
 42ConsoleDocClass( RenderTranslucentMgr, 
 43   "@brief A render bin for rendering translucent meshes.\n\n"
 44   "This bin is used to render translucent render mesh instances and render object "
 45   "instances. It is generally ordered late in the RenderPassManager after all opaque "
 46   "geometry bins.\n\n"
 47   "@ingroup RenderBin\n" );
 48
 49
 50RenderTranslucentMgr::RenderTranslucentMgr()
 51   :  RenderBinManager( RenderPassManager::RIT_Translucent, 1.0f, 1.0f ), mParticleRenderMgr(NULL)
 52{
 53   notifyType( RenderPassManager::RIT_ObjectTranslucent );
 54   notifyType( RenderPassManager::RIT_Particle );
 55   notifyType( RenderPassManager::RIT_VolumetricFog);
 56}
 57
 58RenderTranslucentMgr::~RenderTranslucentMgr()
 59{
 60}
 61
 62void RenderTranslucentMgr::setupSGData(MeshRenderInst *ri, SceneData &data )
 63{
 64   Parent::setupSGData( ri, data );
 65
 66   // We do not support these in the translucent bin.
 67   data.backBuffTex = NULL;
 68   //data.cubemap = NULL;   
 69   data.lightmap = NULL;
 70}
 71
 72void RenderTranslucentMgr::addElement( RenderInst *inst )
 73{
 74   // Right off the bat if its not translucent skip it.
 75   if ( !inst->translucentSort )
 76      return;
 77
 78   // What type of instance is this.
 79   const bool isMeshInst = inst->type == RenderPassManager::RIT_Translucent;
 80
 81   // Get its material if its a mesh.
 82   BaseMatInstance* matInst = NULL;
 83   if ( isMeshInst )
 84      matInst = static_cast<MeshRenderInst*>( inst )->matInst;
 85
 86   // If the material isn't translucent the skip it.
 87   if ( matInst && !matInst->getMaterial()->isTranslucent() )
 88      return;
 89
 90   // We made it this far, add the instance.
 91   mElementList.increment();
 92   MainSortElem& elem = mElementList.last();
 93   elem.inst = inst;
 94
 95   // Override the instances default key to be the sort distance. All 
 96   // the pointer dereferencing is in there to prevent us from losing
 97   // information when converting to a U32.
 98   elem.key = *((U32*)&inst->sortDistSq);
 99
100   AssertFatal( inst->defaultKey != 0, "RenderTranslucentMgr::addElement() - Got null sort key... did you forget to set it?" );
101
102   // Then use the instances primary key as our secondary key
103   elem.key2 = inst->defaultKey;
104}
105
106GFXStateBlockRef RenderTranslucentMgr::_getStateBlock( U8 transFlag )
107{
108   if ( mStateBlocks[transFlag].isValid() )
109      return mStateBlocks[transFlag];
110
111   GFXStateBlockDesc d;
112
113   d.cullDefined = true;
114   d.cullMode = GFXCullNone;
115   d.blendDefined = true;
116   d.blendEnable = true;
117   d.blendSrc = (GFXBlend)((transFlag >> 4) & 0x0f); 
118   d.blendDest = (GFXBlend)(transFlag & 0x0f);
119   d.alphaDefined = true;
120   
121   // See http://www.garagegames.com/mg/forums/result.thread.php?qt=81397
122   d.alphaTestEnable = (d.blendSrc == GFXBlendSrcAlpha && (d.blendDest == GFXBlendInvSrcAlpha || d.blendDest == GFXBlendOne));
123   d.alphaTestRef = 1;
124   d.alphaTestFunc = GFXCmpGreaterEqual;
125   d.zDefined = true;
126   d.zWriteEnable = false;
127   d.samplersDefined = true;
128   d.samplers[0] = GFXSamplerStateDesc::getClampLinear();
129
130   mStateBlocks[transFlag] = GFX->createStateBlock(d);
131   return mStateBlocks[transFlag];
132}
133
134void RenderTranslucentMgr::render( SceneRenderState *state )
135{
136   PROFILE_SCOPE(RenderTranslucentMgr_render);   
137
138   // Early out if nothing to draw.
139   if(!mElementList.size())
140      return;
141
142   GFXDEBUGEVENT_SCOPE(RenderTranslucentMgr_Render, ColorI::BLUE);
143
144   // init loop data
145   GFXTextureObject *lastLM = NULL;
146   GFXCubemap *lastCubemap = NULL;
147   GFXTextureObject *lastReflectTex = NULL;
148   GFXTextureObject *lastMiscTex = NULL;
149   GFXTextureObject *lastAccuTex = NULL;
150
151   // Find the particle render manager (if we don't have it)
152   if(mParticleRenderMgr == NULL)
153   {
154      RenderPassManager *rpm = state->getRenderPass();
155      for( U32 i = 0; i < rpm->getManagerCount(); i++ )
156      {
157         RenderBinManager *bin = rpm->getManager(i);
158         if( bin->getRenderInstType() == RenderParticleMgr::RIT_Particles )
159         {
160            mParticleRenderMgr = reinterpret_cast<RenderParticleMgr *>(bin);
161            break;
162         }
163      }
164   }
165
166   GFXTransformSaver saver;   
167
168   SceneData sgData;
169   sgData.init( state );
170
171   GFXVertexBuffer * lastVB = NULL;
172   GFXPrimitiveBuffer * lastPB = NULL;
173
174   // Restore transforms
175   MatrixSet &matrixSet = getRenderPass()->getMatrixSet();
176   matrixSet.restoreSceneViewProjection();
177
178   U32 binSize = mElementList.size();
179   for( U32 j=0; j<binSize; )
180   {
181      RenderInst *baseRI = mElementList[j].inst;
182      
183      U32 matListEnd = j;
184
185      // render these separately...
186      if ( baseRI->type == RenderPassManager::RIT_ObjectTranslucent )
187      {
188         ObjectRenderInst* objRI = static_cast<ObjectRenderInst*>(baseRI);
189         objRI->renderDelegate( objRI, state, NULL );         
190
191         lastVB = NULL;
192         lastPB = NULL;
193         j++;
194         continue;
195      }
196      else if (baseRI->type == RenderPassManager::RIT_VolumetricFog)
197      {
198         ObjectRenderInst* objRI = static_cast<ObjectRenderInst*>(baseRI);
199         objRI->renderDelegate(objRI, state, NULL);
200         lastVB = NULL;
201         lastPB = NULL;
202         j++;
203         continue;
204      }
205      else if ( baseRI->type == RenderPassManager::RIT_Particle )
206      {
207         ParticleRenderInst *ri = static_cast<ParticleRenderInst*>(baseRI);
208
209         // Tell Particle RM to draw the system. (This allows the particle render manager
210         // to manage drawing offscreen particle systems, and allows the systems
211         // to be composited back into the scene with proper translucent
212         // sorting order)
213         mParticleRenderMgr->renderInstance(ri, state);
214
215         lastVB = NULL;    // no longer valid, null it
216         lastPB = NULL;    // no longer valid, null it
217
218         j++;
219         continue;
220      }
221      else if ( baseRI->type == RenderPassManager::RIT_Translucent )
222      {
223         MeshRenderInst* ri = static_cast<MeshRenderInst*>(baseRI);
224         BaseMatInstance *mat = ri->matInst;
225
226         setupSGData( ri, sgData );
227
228         while( mat->setupPass( state, sgData ) )
229         {
230            U32 a;
231            for( a=j; a<binSize; a++ )
232            {
233               RenderInst* nextRI = mElementList[a].inst;
234               if ( nextRI->type != RenderPassManager::RIT_Translucent )
235                  break;
236
237               MeshRenderInst *passRI = static_cast<MeshRenderInst*>(nextRI);
238
239               // Check to see if we need to break this batch.
240               if ( newPassNeeded( ri, passRI ) )
241                  break;
242
243               // Z sorting and stuff is still not working in this mgr...
244               setupSGData( passRI, sgData );
245               mat->setSceneInfo(state, sgData);
246               matrixSet.setWorld(*passRI->objectToWorld);
247               matrixSet.setView(*passRI->worldToCamera);
248               matrixSet.setProjection(*passRI->projection);
249               mat->setTransforms(matrixSet, state);
250
251               // Setup HW skinning transforms if applicable
252               if (mat->usesHardwareSkinning())
253               {
254                  mat->setNodeTransforms(passRI->mNodeTransforms, passRI->mNodeTransformCount);
255               }
256
257            //push along any overriden fields that are instance-specific as well
258            if (passRI->mCustomShaderData.size() > 0)
259            {
260               mat->setCustomShaderData(passRI->mCustomShaderData);
261            }
262
263               // If we're instanced then don't render yet.
264               if ( mat->isInstanced() )
265               {
266                  // Let the material increment the instance buffer, but
267                  // break the batch if it runs out of room for more.
268                  if ( !mat->stepInstance() )
269                  {
270                     a++;
271                     break;
272                  }
273
274                  continue;
275               }
276
277               bool dirty = false;
278
279               // set the lightmaps if different
280               if (passRI->lightmap && passRI->lightmap != lastLM)
281               {
282                  sgData.lightmap = passRI->lightmap;
283                  lastLM = passRI->lightmap;
284                  dirty = true;
285               }
286
287               // set the cubemap if different.
288               if (passRI->cubemap != lastCubemap)
289               {
290                  sgData.cubemap = passRI->cubemap;
291                  lastCubemap = passRI->cubemap;
292                  dirty = true;
293               }
294
295               if (passRI->reflectTex != lastReflectTex)
296               {
297                  sgData.reflectTex = passRI->reflectTex;
298                  lastReflectTex = passRI->reflectTex;
299                  dirty = true;
300               }
301
302               // Update accumulation texture if it changed.
303               // Note: accumulation texture can be NULL, and must be updated.
304               if (passRI->accuTex != lastAccuTex)
305               {
306                  sgData.accuTex = passRI->accuTex;
307                  lastAccuTex = passRI->accuTex;
308                  dirty = true;
309               }
310
311               if (dirty)
312                  mat->setTextureStages(state, sgData);
313
314               // Setup the vertex and index buffers.
315               mat->setBuffers( passRI->vertBuff, passRI->primBuff );
316
317               // Render this sucker.
318               if ( passRI->prim )   
319                  GFX->drawPrimitive( *passRI->prim );   
320               else  
321                  GFX->drawPrimitive( passRI->primBuffIndex );              
322            }
323
324            // Draw the instanced batch.
325            if ( mat->isInstanced() )
326            {
327               // Sets the buffers including the instancing stream.
328               mat->setBuffers( ri->vertBuff, ri->primBuff );
329
330               // Render the instanced stream.
331               if ( ri->prim )
332                  GFX->drawPrimitive( *ri->prim );
333               else
334                  GFX->drawPrimitive( ri->primBuffIndex );
335            }
336
337            matListEnd = a;
338         }
339
340         // force increment if none happened, otherwise go to end of batch
341         j = ( j == matListEnd ) ? j+1 : matListEnd;
342      }
343   }
344}
345