Ejemplo n.º 1
0
void TSShapeInstance::render( const TSRenderState &rdata, S32 dl, F32 intraDL )
{
   AssertFatal( dl >= 0 && dl < mShape->details.size(),"TSShapeInstance::render" );

   S32 i;

   const TSDetail * detail = &mShape->details[dl];
   S32 ss = detail->subShapeNum;
   S32 od = detail->objectDetailNum;

   // if we're a billboard detail, draw it and exit
   if ( ss < 0 )
   {
      PROFILE_SCOPE( TSShapeInstance_RenderBillboards );
      
      if ( !rdata.isNoRenderTranslucent() && ( TSLastDetail::smCanShadow || !rdata.getSceneState()->isShadowPass() ) )
         mShape->billboardDetails[ dl ]->render( rdata, mAlphaAlways ? mAlphaAlwaysValue : 1.0f );

      return;
   }

   // run through the meshes   
   S32 start = rdata.isNoRenderNonTranslucent() ? mShape->subShapeFirstTranslucentObject[ss] : mShape->subShapeFirstObject[ss];
   S32 end   = rdata.isNoRenderTranslucent() ? mShape->subShapeFirstTranslucentObject[ss] : mShape->subShapeFirstObject[ss] + mShape->subShapeNumObjects[ss];
   for (i=start; i<end; i++)
   {
      // following line is handy for debugging, to see what part of the shape that it is rendering
      // const char *name = mShape->names[ mMeshObjects[i].object->nameIndex ];
      mMeshObjects[i].render( od, mMaterialList, rdata, mAlphaAlways ? mAlphaAlwaysValue : 1.0f );
   }
}
Ejemplo n.º 2
0
void Projectile::prepBatchRender( SceneRenderState *state )
{
   if ( !mProjectileShape )
      return;

   GFXTransformSaver saver;

   // Set up our TS render state.
   TSRenderState rdata;
   rdata.setSceneState( state );

   // We might have some forward lit materials
   // so pass down a query to gather lights.
   LightQuery query;
   query.init( getWorldSphere() );
   rdata.setLightQuery( &query );

   MatrixF mat = getRenderTransform();
   mat.scale( mObjScale );
   mat.scale( mDataBlock->scale );
   GFX->setWorldMatrix( mat );

   mProjectileShape->setDetailFromPosAndScale( state, mat.getPosition(), mObjScale );
   mProjectileShape->animate();

   mProjectileShape->render( rdata );
}
Ejemplo n.º 3
0
void TSLastDetail::render( TSRenderState &rdata, F32 alpha )
{
#if 0
   // Early out if we have nothing to render.
   if (  alpha < 0.01f || 
         !mMatInstance ||
         mMaterial->mImposterUVs.size() == 0 )
      return;

   const MatrixF &mat = GFX->getWorldMatrix();

   // Post a render instance for this imposter... the special
   // imposter render manager will do the magic!
   RenderPassManager *renderPass = rdata.getSceneState()->getRenderPass();

   ImposterRenderInst *ri = renderPass->allocInst<ImposterRenderInst>();
   ri->mat = rdata.getSceneState()->getOverrideMaterial( mMatInstance );

   ri->state.alpha = alpha;

   // Store the up and right vectors of the rotation
   // and we'll generate the up vector in the shader.
   //
   // This is faster than building a quat on the
   // CPU and then rebuilding the matrix on the GPU.
   //
   // NOTE: These vector include scale.
   //
   mat.getColumn( 2, &ri->state.upVec );
   mat.getColumn( 0, &ri->state.rightVec );

   // We send the unscaled size and the vertex shader
   // will use the orientation vectors above to scale it.
   ri->state.halfSize = mRadius;

   // We use the center of the object bounds for
   // the center of the billboard quad.
   mat.mulP( mCenter, &ri->state.center );

   // We sort by the imposter type first so that RIT_Imposter and s
   // RIT_ImposterBatches do not get mixed together.
   //
   // We then sort by material.
   //
   ri->defaultKey = 1;
   ri->defaultKey2 = ri->mat->getStateHint();

   renderPass->addInst( ri );
#endif
}
Ejemplo n.º 4
0
void TSShapeInstance::MeshObjectInstance::render(  S32 objectDetail, 
                                                   TSMaterialList *materials, 
                                                   const TSRenderState &rdata, 
                                                   F32 alpha )
{
   PROFILE_SCOPE( TSShapeInstance_MeshObjectInstance_render );

   if ( forceHidden || ( ( visible * alpha ) <= 0.01f ) )
      return;

   TSMesh *mesh = getMesh(objectDetail);
   if ( !mesh )
      return;

   const MatrixF &transform = getTransform();

   if ( rdata.getCuller() )
   {
      Box3F box( mesh->getBounds() );
      transform.mul( box );
      if ( rdata.getCuller()->isCulled( box ) )
         return;
   }

   GFX->pushWorldMatrix();
   GFX->multWorld( transform );

   mesh->setFade( visible * alpha );

   // Pass a hint to the mesh that time has advanced and that the
   // skin is dirty and needs to be updated.  This should result
   // in the skin only updating once per frame in most cases.
   const U32 currTime = Sim::getCurrentTime();
   bool isSkinDirty = currTime != mLastTime;

   mesh->render(  materials, 
                  rdata, 
                  isSkinDirty,
                  *mTransforms, 
                  mVertexBuffer,
                  mPrimitiveBuffer );

   // Update the last render time.
   mLastTime = currTime;

   GFX->popWorldMatrix();
}
Ejemplo n.º 5
0
void PxSingleActor::renderObject(SceneState* state)
{
   GFXTransformSaver saver;

   // Set up our TS render state here.
   TSRenderState rdata;
   rdata.setSceneState( state );
   //rdata.setObjScale( &getScale() );

   LightManager *lm = gClientSceneGraph->getLightManager();
   if ( !state->isShadowPass() )
      lm->setupLights( this, getWorldSphere() );

   MatrixF mat = getTransform();
   mat.scale( getScale() );
   GFX->setWorldMatrix( mat );

   mShapeInstance->animate();
   mShapeInstance->render( rdata );
   
   lm->resetLights();  
}
Ejemplo n.º 6
0
void Projectile::prepBatchRender( SceneState *state )
{
   GFXTransformSaver saver;

   // Set up our TS render state.
   TSRenderState rdata;
   rdata.setSceneState( state );

   MatrixF mat = getRenderTransform();
   mat.scale( mObjScale );
   mat.scale( mDataBlock->scale );
   GFX->setWorldMatrix( mat );

   if(mProjectileShape)
   {
      AssertFatal(mProjectileShape != NULL,
                  "Projectile::renderObject: Error, projectile shape should always be present in renderObject");
      mProjectileShape->setDetailFromPosAndScale( state, mat.getPosition(), mObjScale );
      mProjectileShape->animate();

      mProjectileShape->render( rdata );
   }
}
Ejemplo n.º 7
0
void TSStatic::prepRenderImage( SceneRenderState* state )
{
   if( !mShapeInstance )
      return;

   Point3F cameraOffset;
   getRenderTransform().getColumn(3,&cameraOffset);
   cameraOffset -= state->getDiffuseCameraPosition();
   F32 dist = cameraOffset.len();
   if (dist < 0.01f)
      dist = 0.01f;

   F32 invScale = (1.0f/getMax(getMax(mObjScale.x,mObjScale.y),mObjScale.z));   

   if ( mForceDetail == -1 )
      mShapeInstance->setDetailFromDistance( state, dist * invScale );
   else
      mShapeInstance->setCurrentDetail( mForceDetail );

   if ( mShapeInstance->getCurrentDetail() < 0 )
      return;

   GFXTransformSaver saver;
   
   // Set up our TS render state.
   TSRenderState rdata;
   rdata.setSceneState( state );
   rdata.setFadeOverride( 1.0f );
   rdata.setOriginSort( mUseOriginSort );

   // If we have submesh culling enabled then prepare
   // the object space frustum to pass to the shape.
   Frustum culler;
   if ( mMeshCulling )
   {
      culler = state->getCullingFrustum();
      MatrixF xfm( true );
      xfm.scale( Point3F::One / getScale() );
      xfm.mul( getRenderWorldTransform() );
      xfm.mul( culler.getTransform() );
      culler.setTransform( xfm );
      rdata.setCuller( &culler );
   }

   // We might have some forward lit materials
   // so pass down a query to gather lights.
   LightQuery query;
   query.init( getWorldSphere() );
   rdata.setLightQuery( &query );

   MatrixF mat = getRenderTransform();
   mat.scale( mObjScale );
   GFX->setWorldMatrix( mat );

   mShapeInstance->animate();
   mShapeInstance->render( rdata );

   if ( mRenderNormalScalar > 0 )
   {
      ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
      ri->renderDelegate.bind( this, &TSStatic::_renderNormals );
      ri->type = RenderPassManager::RIT_Editor;
      state->getRenderPass()->addInst( ri );
   }
}
Ejemplo n.º 8
0
void TSStatic::prepRenderImage( SceneRenderState* state )
{
   if( !mShapeInstance )
      return;
	//WLE - Vince
	//Lod preloading
    GameConnection* connection = GameConnection::getConnectionToServer();
	if (connection && !connection->didFirstRender)
		{
		TSRenderState rdata;
		rdata.setSceneState( state );
		rdata.setFadeOverride( 1.0f );
		rdata.setOriginSort( mUseOriginSort );
		for (S32 i = mShapeInstance->getSmallestVisibleDL(); i >= 0; i-- )
			{
			mShapeInstance->setCurrentDetail( i );
			   
			mShapeInstance->render( rdata );
			}
		}

   Point3F cameraOffset;
   getRenderTransform().getColumn(3,&cameraOffset);
   cameraOffset -= state->getDiffuseCameraPosition();
   F32 dist = cameraOffset.len();
   if (dist < 0.01f)
      dist = 0.01f;

   if (mUseAlphaLod)
   {
      mAlphaLOD = 1.0f;
      if ((mAlphaLODStart < mAlphaLODEnd) && mAlphaLODStart > 0.1f)
      {
         if (mInvertAlphaLod)
		 {
            if (dist <= mAlphaLODStart)
			{
               return;
			}
  
            if (dist < mAlphaLODEnd)
			{
               mAlphaLOD = ((dist - mAlphaLODStart) / (mAlphaLODEnd - mAlphaLODStart));
			}
         }
         else
		 {
            if (dist >= mAlphaLODEnd)
			{
               return;
			}
  
            if (dist > mAlphaLODStart)
			{
               mAlphaLOD -= ((dist - mAlphaLODStart) / (mAlphaLODEnd - mAlphaLODStart));
			}
         }
      }
   }

   F32 invScale = (1.0f/getMax(getMax(mObjScale.x,mObjScale.y),mObjScale.z));   

   if ( mForceDetail == -1 )
      mShapeInstance->setDetailFromDistance( state, dist * invScale );
   else
      mShapeInstance->setCurrentDetail( mForceDetail );

   if ( mShapeInstance->getCurrentDetail() < 0 )
      return;

   GFXTransformSaver saver;
   
   // Set up our TS render state.
   TSRenderState rdata;
   rdata.setSceneState( state );
   rdata.setFadeOverride( 1.0f );
   rdata.setOriginSort( mUseOriginSort );

   // If we have submesh culling enabled then prepare
   // the object space frustum to pass to the shape.
   Frustum culler;
   if ( mMeshCulling )
   {
      culler = state->getCullingFrustum();
      MatrixF xfm( true );
      xfm.scale( Point3F::One / getScale() );
      xfm.mul( getRenderWorldTransform() );
      xfm.mul( culler.getTransform() );
      culler.setTransform( xfm );
      rdata.setCuller( &culler );
   }

   // We might have some forward lit materials
   // so pass down a query to gather lights.
   LightQuery query;
   query.init( getWorldSphere() );
   rdata.setLightQuery( &query );

   MatrixF mat = getRenderTransform();
   mat.scale( mObjScale );
   GFX->setWorldMatrix( mat );

   mShapeInstance->animate();
   if(mShapeInstance)
   {
      if (mUseAlphaLod)
      {
         mShapeInstance->setAlphaAlways(mAlphaLOD);
         S32 s = mShapeInstance->mMeshObjects.size();
         
         for(S32 x = 0; x < s; x++)
         {
            mShapeInstance->mMeshObjects[x].visible = mAlphaLOD;
         }
      }
   }
   mShapeInstance->render( rdata );

   if ( mRenderNormalScalar > 0 )
   {
      ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
      ri->renderDelegate.bind( this, &TSStatic::_renderNormals );
      ri->type = RenderPassManager::RIT_Editor;
      state->getRenderPass()->addInst( ri );
   }
}
Ejemplo n.º 9
0
void GuiObjectView::renderWorld( const RectI& updateRect )
{
   if( !mModel )
      return;
      
   GFXTransformSaver _saveTransforms;

   // Determine the camera position, and store off render state.
   
   MatrixF modelview;
   MatrixF mv;
   Point3F cp;

   modelview = GFX->getWorldMatrix();

   mv = modelview;
   mv.inverse();
   mv.getColumn( 3, &cp );

   RenderPassManager* renderPass = gClientSceneGraph->getDefaultRenderPass();

   S32 time = Platform::getVirtualMilliseconds();
   S32 dt = time - mLastRenderTime;
   mLastRenderTime = time;

   LIGHTMGR->unregisterAllLights();
   LIGHTMGR->setSpecialLight( LightManager::slSunLightType, mLight );
  
   GFX->setStateBlock( mDefaultGuiSB );

   F32 left, right, top, bottom, nearPlane, farPlane;
   bool isOrtho;
   GFX->getFrustum( &left, &right, &bottom, &top, &nearPlane, &farPlane, &isOrtho );

   Frustum frust( false, left, right, top, bottom, nearPlane, farPlane, MatrixF::Identity );

   SceneRenderState state
   (
      gClientSceneGraph,
      SPT_Diffuse,
      SceneCameraState( GFX->getViewport(), frust, GFX->getWorldMatrix(), GFX->getProjectionMatrix() ),
      renderPass,
      false
   );

   // Set up our TS render state here.   
   TSRenderState rdata;
   rdata.setSceneState( &state );

   // We might have some forward lit materials
   // so pass down a query to gather lights.
   LightQuery query;
   query.init( SphereF( Point3F::Zero, 1.0f ) );
   rdata.setLightQuery( &query );

   // Render primary model.

   if( mModel )
   {
      if( mRunThread )
      {
         mModel->advanceTime( dt / 1000.f, mRunThread );
         mModel->animate();
      }
      
      mModel->render( rdata );
   }
   
   // Render mounted model.

   if( mMountedModel && mMountNode != -1 )
   {
      GFX->pushWorldMatrix();
      GFX->multWorld( mModel->mNodeTransforms[ mMountNode ] );
      GFX->multWorld( mMountTransform );
      
      mMountedModel->render( rdata );

      GFX->popWorldMatrix();
   }

   renderPass->renderPass( &state );

   // Make sure to remove our fake sun.
   LIGHTMGR->unregisterAllLights();
}
Ejemplo n.º 10
0
void TSStatic::prepRenderImage( SceneRenderState* state )
{
   if( !mShapeInstance )
      return;

   Point3F cameraOffset;
   getRenderTransform().getColumn(3,&cameraOffset);
   cameraOffset -= state->getDiffuseCameraPosition();
   F32 dist = cameraOffset.len();
   if (dist < 0.01f)
      dist = 0.01f;

   if (mUseAlphaFade)
   {
      mAlphaFade = 1.0f;
      if ((mAlphaFadeStart < mAlphaFadeEnd) && mAlphaFadeStart > 0.1f)
      {
         if (mInvertAlphaFade)
         {
            if (dist <= mAlphaFadeStart)
            {
               return;
            }
            if (dist < mAlphaFadeEnd)
            {
               mAlphaFade = ((dist - mAlphaFadeStart) / (mAlphaFadeEnd - mAlphaFadeStart));
            }
         }
         else
         {
            if (dist >= mAlphaFadeEnd)
            {
               return;
            }
            if (dist > mAlphaFadeStart)
            {
               mAlphaFade -= ((dist - mAlphaFadeStart) / (mAlphaFadeEnd - mAlphaFadeStart));
            }
         }
      }
   }

   F32 invScale = (1.0f/getMax(getMax(mObjScale.x,mObjScale.y),mObjScale.z));   

   // If we're currently rendering our own reflection we
   // don't want to render ourselves into it.
   if ( mCubeReflector.isRendering() )
      return;


   if ( mForceDetail == -1 )
      mShapeInstance->setDetailFromDistance( state, dist * invScale );
   else
      mShapeInstance->setCurrentDetail( mForceDetail );

   if ( mShapeInstance->getCurrentDetail() < 0 )
      return;

   GFXTransformSaver saver;
   
   // Set up our TS render state.
   TSRenderState rdata;
   rdata.setSceneState( state );
   rdata.setFadeOverride( 1.0f );
   rdata.setOriginSort( mUseOriginSort );

   if ( mCubeReflector.isEnabled() )
      rdata.setCubemap( mCubeReflector.getCubemap() );

   // Acculumation
   rdata.setAccuTex(mAccuTex);

   // If we have submesh culling enabled then prepare
   // the object space frustum to pass to the shape.
   Frustum culler;
   if ( mMeshCulling )
   {
      culler = state->getCullingFrustum();
      MatrixF xfm( true );
      xfm.scale( Point3F::One / getScale() );
      xfm.mul( getRenderWorldTransform() );
      xfm.mul( culler.getTransform() );
      culler.setTransform( xfm );
      rdata.setCuller( &culler );
   }

   // We might have some forward lit materials
   // so pass down a query to gather lights.
   LightQuery query;
   query.init( getWorldSphere() );
   rdata.setLightQuery( &query );

   MatrixF mat = getRenderTransform();
   mat.scale( mObjScale );
   GFX->setWorldMatrix( mat );

   if ( state->isDiffusePass() && mCubeReflector.isEnabled() && mCubeReflector.getOcclusionQuery() )
   {
       RenderPassManager *pass = state->getRenderPass();
       OccluderRenderInst *ri = pass->allocInst<OccluderRenderInst>();  
       
       ri->type = RenderPassManager::RIT_Occluder;
       ri->query = mCubeReflector.getOcclusionQuery();
       mObjToWorld.mulP( mObjBox.getCenter(), &ri->position );
       ri->scale.set( mObjBox.getExtents() );
       ri->orientation = pass->allocUniqueXform( mObjToWorld ); 
       ri->isSphere = false;
       state->getRenderPass()->addInst( ri );
   }

   mShapeInstance->animate();
   if(mShapeInstance)
   {
      if (mUseAlphaFade)
      {
         mShapeInstance->setAlphaAlways(mAlphaFade);
         S32 s = mShapeInstance->mMeshObjects.size();
         
         for(S32 x = 0; x < s; x++)
         {
            mShapeInstance->mMeshObjects[x].visible = mAlphaFade;
         }
      }
   }
   mShapeInstance->render( rdata );

   if ( mRenderNormalScalar > 0 )
   {
      ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
      ri->renderDelegate.bind( this, &TSStatic::_renderNormals );
      ri->type = RenderPassManager::RIT_Editor;
      state->getRenderPass()->addInst( ri );
   }
}
Ejemplo n.º 11
0
void GuiMaterialPreview::renderWorld(const RectI &updateRect)
{
   // nothing to render, punt
   if ( !mModel && !mMountedModel )
      return;

   S32 time = Platform::getVirtualMilliseconds();
   //S32 dt = time - lastRenderTime;
   lastRenderTime = time;

   

   F32 left, right, top, bottom, nearPlane, farPlane;
   bool isOrtho;
   GFX->getFrustum( &left, &right, &bottom, &top, &nearPlane, &farPlane, &isOrtho);
   Frustum frust( isOrtho, left, right, bottom, top, nearPlane, farPlane, MatrixF::Identity );

   FogData savedFogData = gClientSceneGraph->getFogData();
   gClientSceneGraph->setFogData( FogData() );  // no fog in preview window

   RenderPassManager* renderPass = gClientSceneGraph->getDefaultRenderPass();
   SceneRenderState state
   (
      gClientSceneGraph,
      SPT_Diffuse,
      SceneCameraState( GFX->getViewport(), frust, GFX->getWorldMatrix(), GFX->getProjectionMatrix() ),
      renderPass,
      true
   );

   // Set up our TS render state here.
   TSRenderState rdata;
   rdata.setSceneState( &state );

   // We might have some forward lit materials
   // so pass down a query to gather lights.
   LightQuery query;
   query.init( SphereF( Point3F::Zero, 1.0f ) );
   rdata.setLightQuery( &query );

   // Set up pass transforms
   renderPass->assignSharedXform(RenderPassManager::View, MatrixF::Identity);
   renderPass->assignSharedXform(RenderPassManager::Projection, GFX->getProjectionMatrix());

   LIGHTMGR->unregisterAllLights();
   LIGHTMGR->setSpecialLight( LightManager::slSunLightType, mFakeSun );

   if ( mModel )
      mModel->render( rdata );

   if ( mMountedModel )
   {
      // render a weapon
	   /*
      MatrixF mat;

      GFX->pushWorldMatrix();
      GFX->multWorld( mat );

      GFX->popWorldMatrix();
	  */
   }

   renderPass->renderPass( &state );

   gClientSceneGraph->setFogData( savedFogData );         // restore fog setting

   // Make sure to remove our fake sun
   LIGHTMGR->unregisterAllLights();
}
Ejemplo n.º 12
0
void ProjectedShadow::_renderToTexture( F32 camDist, const TSRenderState &rdata )
{
    PROFILE_SCOPE( ProjectedShadow_RenderToTexture );

    GFXDEBUGEVENT_SCOPE( ProjectedShadow_RenderToTexture, ColorI( 255, 0, 0 ) );

    RenderPassManager *renderPass = _getRenderPass();
    if ( !renderPass )
        return;

    GFXTransformSaver saver;

    // NOTE: GFXTransformSaver does not save/restore the frustum
    // so we must save it here before we modify it.
    F32 l, r, b, t, n, f;
    bool ortho;
    GFX->getFrustum( &l, &r, &b, &t, &n, &f, &ortho );

    // Set the orthographic projection
    // matrix up, to be based on the radius
    // generated based on our shape.
    GFX->setOrtho( -mRadius, mRadius, -mRadius, mRadius, 0.001f, (mRadius * 2) * smDepthAdjust, true );

    // Set the world to light space
    // matrix set up in shouldRender().
    GFX->setWorldMatrix( mWorldToLight );

    // Get the shapebase datablock if we have one.
    ShapeBaseData *data = NULL;
    if ( mShapeBase )
        data = static_cast<ShapeBaseData*>( mShapeBase->getDataBlock() );

    // Init or update the shadow texture size.
    if ( mShadowTexture.isNull() || ( data && data->shadowSize != mShadowTexture.getWidth() ) )
    {
        U32 texSize = getNextPow2( data ? data->shadowSize : 256 * LightShadowMap::smShadowTexScalar );
        mShadowTexture.set( texSize, texSize, GFXFormatR8G8B8A8, &PostFxTargetProfile, "BLShadow" );
    }

    GFX->pushActiveRenderTarget();

    if ( !mRenderTarget )
        mRenderTarget = GFX->allocRenderToTextureTarget();

    mRenderTarget->attachTexture( GFXTextureTarget::DepthStencil, _getDepthTarget( mShadowTexture->getWidth(), mShadowTexture->getHeight() ) );
    mRenderTarget->attachTexture( GFXTextureTarget::Color0, mShadowTexture );
    GFX->setActiveRenderTarget( mRenderTarget );

    GFX->clear( GFXClearZBuffer | GFXClearStencil | GFXClearTarget, ColorI( 0, 0, 0, 0 ), 1.0f, 0 );

    const SceneRenderState *diffuseState = rdata.getSceneState();
    SceneManager *sceneManager = diffuseState->getSceneManager();

    SceneRenderState baseState
    (
        sceneManager,
        SPT_Shadow,
        SceneCameraState::fromGFXWithViewport( diffuseState->getViewport() ),
        renderPass
    );

    baseState.getMaterialDelegate().bind( &ProjectedShadow::_getShadowMaterial );
    baseState.setDiffuseCameraTransform( diffuseState->getCameraTransform() );
    baseState.setWorldToScreenScale( diffuseState->getWorldToScreenScale() );
    baseState.getCullingState().disableZoneCulling( true );

    mParentObject->prepRenderImage( &baseState );
    renderPass->renderPass( &baseState );

    // Delete the SceneRenderState we allocated.
    mRenderTarget->resolve();
    GFX->popActiveRenderTarget();

    // If we're close enough then filter the shadow.
    if ( camDist < BasicLightManager::getShadowFilterDistance() )
    {
        if ( !smShadowFilter )
        {
            PostEffect *filter = NULL;

            if ( !Sim::findObject( "BL_ShadowFilterPostFx", filter ) )
                Con::errorf( "ProjectedShadow::_renderToTexture() - 'BL_ShadowFilterPostFx' not found!" );

            smShadowFilter = filter;
        }

        if ( smShadowFilter )
            smShadowFilter->process( NULL, mShadowTexture );
    }

    // Restore frustum
    if (!ortho)
        GFX->setFrustum(l, r, b, t, n, f);
    else
        GFX->setOrtho(l, r, b, t, n, f);

    // Set the last render time.
    mLastRenderTime = Platform::getVirtualMilliseconds();

    // HACK: Will remove in future release!
    mDecalInstance->mCustomTex = &mShadowTexture;
}
Ejemplo n.º 13
0
void Forest::prepRenderImage( SceneRenderState *state )
{
    PROFILE_SCOPE(Forest_RenderCells);

    // TODO: Fix stats.
    /*
    ForestCellVector &theCells = mData->getCells();
    smTotalCells += theCells.size();

    // Don't render if we don't have a grid!
    if ( theCells.empty() )
       return false;
    */

    // Prepare to render.
    GFXTransformSaver saver;

    // Figure out the grid range in the viewing area.
    const bool isReflectPass = state->isReflectPass();

    const F32 cullScale = isReflectPass ? mReflectionLodScalar : 1.0f;

    // If we need to update our cached
    // zone state then do it now.
    if ( mZoningDirty )
    {
        mZoningDirty = false;

        Vector<ForestCell*> cells;
        mData->getCells(  &cells );
        for ( U32 i=0; i < cells.size(); i++ )
            cells[i]->_updateZoning( getSceneManager()->getZoneManager() );
    }

    // TODO: Move these into the TSForestItemData as something we
    // setup once and don't do per-instance.

    // Set up the TS render state.
    TSRenderState rdata;
    rdata.setSceneState( state );

    // Use origin sort on all forest elements as
    // its alot cheaper than the bounds sort.
    rdata.setOriginSort( true );

    // We may have some forward lit materials in
    // the forest, so pass down a LightQuery for it.
    LightQuery lightQuery;
    rdata.setLightQuery( &lightQuery );
    Frustum culler = state->getFrustum();

    // Adjust the far distance if the cull scale has changed.
    if ( !mIsEqual( cullScale, 1.0f ) )
    {
        const F32 visFarDist = culler.getFarDist() * cullScale;
        culler.setFarDist( visFarDist );
    }

    Box3F worldBox;

    // Used for debug drawing.
    GFXDrawUtil* drawer = GFX->getDrawUtil();
    drawer->clearBitmapModulation();

    // Go thru the visible cells.
    const Box3F &cullerBounds = culler.getBounds();
    const Point3F &camPos = state->getDiffuseCameraPosition();

    U32 clipMask;
    smAverageItemsPerCell = 0.0f;
    U32 cellsProcessed = 0;
    ForestCell *cell;

    // First get all the top level cells which
    // intersect the frustum.
    Vector<ForestCell*> cellStack;
    mData->getCells( culler, &cellStack );

    // Get the culling zone state.
    const BitVector &zoneState = state->getCullingState().getZoneVisibilityFlags();

    // Now loop till we run out of cells.
    while ( !cellStack.empty() )
    {
        // Pop off the next cell.
        cell = cellStack.last();
        cellStack.pop_back();

        const Box3F &cellBounds = cell->getBounds();

        // If the cell is empty or its bounds is outside the frustum
        // bounds then we have nothing nothing more to do.
        if ( cell->isEmpty() || !cullerBounds.isOverlapped( cellBounds ) )
            continue;

        // Can we cull this cell entirely?
        clipMask = culler.testPlanes( cellBounds, Frustum::PlaneMaskAll );
        if ( clipMask == -1 )
            continue;

        // Test cell visibility for interior zones.
        const bool visibleInside = !cell->getZoneOverlap().empty() ? zoneState.testAny( cell->getZoneOverlap() ) : false;

        // Test cell visibility for outdoor zone, but only
        // if we need to.
        bool visibleOutside = false;
        if( !cell->mIsInteriorOnly && !visibleInside )
        {
            U32 outdoorZone = SceneZoneSpaceManager::RootZoneId;
            visibleOutside = !state->getCullingState().isCulled( cellBounds, &outdoorZone, 1 );
        }

        // Skip cell if neither visible indoors nor outdoors.
        if( !visibleInside && !visibleOutside )
            continue;

        // Update the stats.
        smAverageItemsPerCell += cell->getItems().size();
        ++cellsProcessed;
        //if ( cell->isLeaf() )
        //++leafCellsProcessed;

        // Get the distance from the camera to the cell bounds.
        F32 dist = cellBounds.getDistanceToPoint( camPos );

        // If the largest item in the cell can be billboarded
        // at the cell distance to the camera... then the whole
        // cell can be billboarded.
        //
        if (  smForceImposters ||
                ( dist > 0.0f && cell->getLargestItem().canBillboard( state, dist ) ) )
        {
            // If imposters are disabled then skip out.
            if ( smDisableImposters )
                continue;

            PROFILE_SCOPE(Forest_RenderBatches);

            // Keep track of how many cells were batched.
            ++smCellsBatched;

            // Ok... everything in this cell should be batched.  First
            // create the batches if we don't have any.
            if ( !cell->hasBatches() )
                cell->buildBatches();

            //if ( drawCells )
            //mCellRenderFlag[ cellIter - theCells.begin() ] = 1;

            // TODO: Light queries for batches?

            // Now render the batches... we pass the culler if the
            // cell wasn't fully visible so that each batch can be culled.
            smCellItemsBatched += cell->renderBatches( state, clipMask != 0 ? &culler : NULL );
            continue;
        }

        // If this isn't a leaf then recurse.
        if ( !cell->isLeaf() )
        {
            cell->getChildren( &cellStack );
            continue;
        }

        // This cell has mixed billboards and mesh based items.
        ++smCellsRendered;

        PROFILE_SCOPE(Forest_RenderItems);

        //if ( drawCells )
        //mCellRenderFlag[ cellIter - theCells.begin() ] = 2;

        // Use the cell bounds as the light query volume.
        //
        // This means all forward lit items in this cell will
        // get the same lights, but it performs much better.
        lightQuery.init( cellBounds );

        // This cell is visible... have it render its items.
        smCellItemsRendered += cell->render( &rdata, clipMask != 0 ? &culler : NULL );
    }

    // Keep track of the average items per cell.
    if ( cellsProcessed > 0 )
        smAverageItemsPerCell /= (F32)cellsProcessed;

    // Got debug drawing to do?
    if ( smDrawCells && state->isDiffusePass() )
    {
        ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
        ri->renderDelegate.bind( this, &Forest::_renderCellBounds );
        ri->type = RenderPassManager::RIT_Editor;
        state->getRenderPass()->addInst( ri );
    }
}
Ejemplo n.º 14
0
void TSMesh::innerRender( TSMaterialList *materials, const TSRenderState &rdata, TSVertexBufferHandle &vb, GFXPrimitiveBufferHandle &pb )
{
   PROFILE_SCOPE( TSMesh_InnerRender );

   if( vertsPerFrame <= 0 ) 
      return;

   F32 meshVisibility = rdata.getFadeOverride() * mVisibility;
   if ( meshVisibility < VISIBILITY_EPSILON )
      return;

   const SceneRenderState *state = rdata.getSceneState();
   RenderPassManager *renderPass = state->getRenderPass();

   MeshRenderInst *coreRI = renderPass->allocInst<MeshRenderInst>();
   coreRI->type = RenderPassManager::RIT_Mesh;

   const MatrixF &objToWorld = GFX->getWorldMatrix();

   // Sort by the center point or the bounds.
   if ( rdata.useOriginSort() )
      coreRI->sortDistSq = ( objToWorld.getPosition() - state->getCameraPosition() ).lenSquared();
   else
   {
      Box3F rBox = mBounds;
      objToWorld.mul( rBox );
      coreRI->sortDistSq = rBox.getSqDistanceToPoint( state->getCameraPosition() );      
   }

   if (getFlags(Billboard))
   {
      Point3F camPos = state->getDiffuseCameraPosition();
      Point3F objPos;
      objToWorld.getColumn(3, &objPos);
      Point3F targetVector = camPos - objPos;
      if(getFlags(BillboardZAxis))
         targetVector.z = 0.0f;
      targetVector.normalize();
      MatrixF orient = MathUtils::createOrientFromDir(targetVector);
      orient.setPosition(objPos);
      orient.scale(objToWorld.getScale());

      coreRI->objectToWorld = renderPass->allocUniqueXform( orient );
   }
   else
      coreRI->objectToWorld = renderPass->allocUniqueXform( objToWorld );

   coreRI->worldToCamera = renderPass->allocSharedXform(RenderPassManager::View);
   coreRI->projection = renderPass->allocSharedXform(RenderPassManager::Projection);

   AssertFatal( vb.isValid(), "TSMesh::innerRender() - Got invalid vertex buffer!" );
   AssertFatal( pb.isValid(), "TSMesh::innerRender() - Got invalid primitive buffer!" );

   coreRI->vertBuff = &vb;
   coreRI->primBuff = &pb;
   coreRI->defaultKey2 = (U32) coreRI->vertBuff;

   coreRI->materialHint = rdata.getMaterialHint();

   coreRI->visibility = meshVisibility;  
   coreRI->cubemap = rdata.getCubemap();

   // NOTICE: SFXBB is removed and refraction is disabled!
   //coreRI->backBuffTex = GFX->getSfxBackBuffer();

   for ( S32 i = 0; i < primitives.size(); i++ )
   {
      const TSDrawPrimitive &draw = primitives[i];

      // We need to have a material.
      if ( draw.matIndex & TSDrawPrimitive::NoMaterial )
         continue;

#ifdef TORQUE_DEBUG
      // for inspection if you happen to be running in a debugger and can't do bit 
      // operations in your head.
      S32 triangles = draw.matIndex & TSDrawPrimitive::Triangles;
      S32 strip = draw.matIndex & TSDrawPrimitive::Strip;
      S32 fan = draw.matIndex & TSDrawPrimitive::Fan;
      S32 indexed = draw.matIndex & TSDrawPrimitive::Indexed;
      S32 type = draw.matIndex & TSDrawPrimitive::TypeMask;
      TORQUE_UNUSED(triangles);
      TORQUE_UNUSED(strip);
      TORQUE_UNUSED(fan);
      TORQUE_UNUSED(indexed);
      TORQUE_UNUSED(type);
#endif

      const U32 matIndex = draw.matIndex & TSDrawPrimitive::MaterialMask;
      BaseMatInstance *matInst = materials->getMaterialInst( matIndex );

#ifndef TORQUE_OS_MAC

      // Get the instancing material if this mesh qualifies.
      if ( meshType != SkinMeshType && pb->mPrimitiveArray[i].numVertices < smMaxInstancingVerts )
         matInst = InstancingMaterialHook::getInstancingMat( matInst );

#endif

      // If we don't have a material instance after the overload then
      // there is nothing to render... skip this primitive.
      matInst = state->getOverrideMaterial( matInst );
      if ( !matInst || !matInst->isValid())
         continue;

      // If the material needs lights then gather them
      // here once and set them on the core render inst.
      if ( matInst->isForwardLit() && !coreRI->lights[0] && rdata.getLightQuery() )
         rdata.getLightQuery()->getLights( coreRI->lights, 8 );

      MeshRenderInst *ri = renderPass->allocInst<MeshRenderInst>();
      *ri = *coreRI;

      ri->matInst = matInst;
      ri->defaultKey = matInst->getStateHint();
      ri->primBuffIndex = i;

      // Translucent materials need the translucent type.
      if ( matInst->getMaterial()->isTranslucent() )
      {
         ri->type = RenderPassManager::RIT_Translucent;
         ri->translucentSort = true;
      }

      renderPass->addInst( ri );
   }
}