Beispiel #1
0
    //-----------------------------------------------------------------------
    void RenderQueue::addRenderable(Renderable* pRend, uint8 groupID, ushort priority)
    {
        // Find group
        RenderQueueGroup* pGroup = getQueueGroup(groupID);


		Technique* pTech;

		// tell material it's been used
		if (!pRend->getMaterial().isNull())
			pRend->getMaterial()->touch();

		// Check material & technique supplied (the former since the default implementation
        // of getTechnique is based on it for backwards compatibility
        if(pRend->getMaterial().isNull() || !(pTech = pRend->getTechnique()))
        {
            // Use default base white
			MaterialPtr baseWhite = MaterialManager::getSingleton().getByName("BaseWhite");
            pTech = baseWhite->getTechnique(0);
        }

		if (mRenderableListener)
		{
			// Allow listener to override technique and to abort
			if (!mRenderableListener->renderableQueued(pRend, groupID, priority, 
				&pTech, this))
				return; // rejected

			// tell material it's been used (incase changed)
			pTech->getParent()->touch();
		}
		
        pGroup->addRenderable(pRend, pTech, priority);

    }
		void visit(Renderable* rend, ushort lodIndex, bool isDebug, 
			Any* pAny = 0)
		{
			Technique* tech = rend->getTechnique();
			bool techReceivesShadows = tech && tech->getParent()->getReceiveShadows();
			anyReceiveShadows = anyReceiveShadows || 
				techReceivesShadows || !tech;
		}
Beispiel #3
0
    //-----------------------------------------------------------------------
    void RenderQueue::addRenderable(Renderable* pRend, uint8 groupID, ushort priority)
    {
        // Find group
        RenderQueueGroup* pGroup = getQueueGroup(groupID);

        Technique* pTech;

        // tell material it's been used
        if (pRend->getMaterial())
            pRend->getMaterial()->touch();

        // Check material & technique supplied (the former since the default implementation
        // of getTechnique is based on it for backwards compatibility
        if(!pRend->getMaterial() || !pRend->getTechnique())
        {
            // Use default base white, with lighting only if vertices has normals
            RenderOperation op;
            pRend->getRenderOperation(op);
            bool useLighting = (NULL != op.vertexData->vertexDeclaration->findElementBySemantic(VES_NORMAL));
            MaterialPtr defaultMat = MaterialManager::getSingleton().getDefaultMaterial(useLighting);
            defaultMat->load();
            pTech = defaultMat->getBestTechnique();
        }
        else
            pTech = pRend->getTechnique();

        if (mRenderableListener)
        {
            // Allow listener to override technique and to abort
            if (!mRenderableListener->renderableQueued(pRend, groupID, priority, 
                &pTech, this))
                return; // rejected

            // tell material it's been used (incase changed)
            pTech->getParent()->touch();
        }
        
        pGroup->addRenderable(pRend, pTech, priority);

    }
/*
note: we can know the texture unit index by getting parent then finding it in the list of children
*/
void SGScriptTranslator::translateTextureUnit(ScriptCompiler* compiler, const AbstractNodePtr &node)
{
    ObjectAbstractNode *obj = static_cast<ObjectAbstractNode*>(node.get());    
    TextureUnitState* texState = any_cast<TextureUnitState*>(obj->parent->context);
    Pass* pass = texState->getParent();
    Technique* technique = pass->getParent();
    Material* material = technique->getParent();
    ShaderGenerator* shaderGenerator = ShaderGenerator::getSingletonPtr();
    String dstTechniqueSchemeName = obj->name;
    bool techniqueCreated;

    // Make sure the scheme name is valid - use default if none exists.
    if (dstTechniqueSchemeName.empty()) 
        dstTechniqueSchemeName = ShaderGenerator::DEFAULT_SCHEME_NAME;  


    //check if technique already created
    techniqueCreated = shaderGenerator->hasShaderBasedTechnique(material->getName(), 
        material->getGroup(),
        technique->getSchemeName(), 
        dstTechniqueSchemeName);
    
    if (techniqueCreated == false)
    {
        // Create the shader based technique.
        techniqueCreated = shaderGenerator->createShaderBasedTechnique(material->getName(), 
            material->getGroup(),
            technique->getSchemeName(), 
            dstTechniqueSchemeName,
            shaderGenerator->getCreateShaderOverProgrammablePass());
    }


                    
    // Case technique successfully created.
    if (techniqueCreated)
    {
        //Attempt to get the render state which might have been created by the pass parsing
        mGeneratedRenderState = shaderGenerator->getRenderState(dstTechniqueSchemeName, 
                    material->getName(), material->getGroup(), pass->getIndex());
    
        // Go over all the render state properties.
        for(AbstractNodeList::iterator i = obj->children.begin(); i != obj->children.end(); ++i)
        {
            if((*i)->type == ANT_PROPERTY)
            {
                PropertyAbstractNode *prop = static_cast<PropertyAbstractNode*>((*i).get());
                SubRenderState* subRenderState = ShaderGenerator::getSingleton().createSubRenderState(compiler, prop, texState, this);
                
                if (subRenderState)
                {
                    addSubRenderState(subRenderState, dstTechniqueSchemeName, material->getName(), 
                        material->getGroup(), pass->getIndex());
                }
            }
            else
            {
                processNode(compiler, *i);
            }
        }

        mGeneratedRenderState = NULL;
    }   
}
//-----------------------------------------------------------------------------
void SGScriptTranslator::translatePass(ScriptCompiler* compiler, const AbstractNodePtr &node)
{
    ObjectAbstractNode *obj = static_cast<ObjectAbstractNode*>(node.get());    
    Pass* pass = any_cast<Pass*>(obj->parent->context);
    Technique* technique = pass->getParent();
    Material* material = technique->getParent();
    ShaderGenerator* shaderGenerator = ShaderGenerator::getSingletonPtr();
    String dstTechniqueSchemeName = obj->name;
    bool techniqueCreated;

    // Make sure the scheme name is valid - use default if none exists.
    if (dstTechniqueSchemeName.empty()) 
        dstTechniqueSchemeName = ShaderGenerator::DEFAULT_SCHEME_NAME;  


    // Create the shader based technique.
    techniqueCreated = shaderGenerator->createShaderBasedTechnique(material->getName(), 
        material->getGroup(), 
        technique->getSchemeName(), 
        dstTechniqueSchemeName,
        shaderGenerator->getCreateShaderOverProgrammablePass());


    // Case technique successfully created.
    if (techniqueCreated)
    {
        // Go over all the render state properties.
        for(AbstractNodeList::iterator i = obj->children.begin(); i != obj->children.end(); ++i)
        {
            if((*i)->type == ANT_PROPERTY)
            {
                PropertyAbstractNode *prop = static_cast<PropertyAbstractNode*>((*i).get());

                // Handle light count property.
                if (prop->name == "light_count")
                {
                    if (prop->values.size() != 3)
                    {
                        compiler->addError(ScriptCompiler::CE_INVALIDPARAMETERS, prop->file, prop->line);
                    }
                    else
                    {
                        int lightCount[3];

                        if (false == SGScriptTranslator::getInts(prop->values.begin(), prop->values.end(), lightCount, 3))
                        {
                            compiler->addError(ScriptCompiler::CE_INVALIDPARAMETERS, prop->file, prop->line);
                        }
                        else
                        {
                            shaderGenerator->createScheme(dstTechniqueSchemeName);
                            RenderState* renderState = shaderGenerator->getRenderState(dstTechniqueSchemeName, 
                                material->getName(), material->getGroup(), pass->getIndex());

                            renderState->setLightCount(lightCount);
                            renderState->setLightCountAutoUpdate(false);
                        }
                    }                   
                }

                // Handle the rest of the custom properties.
                else
                {
                    SubRenderState* subRenderState = ShaderGenerator::getSingleton().createSubRenderState(compiler, prop, pass, this);
                    if (subRenderState)
                    {
                        addSubRenderState(subRenderState, dstTechniqueSchemeName, material->getName(), material->getGroup(), pass->getIndex());
                    }
                }               
            }
            else
            {
                processNode(compiler, *i);
            }
        }

        mGeneratedRenderState = NULL;
    }

}