void TSForestCellBatch::_render( const SceneRenderState *state )
{
   if (  !mVB.isValid() || 
         ( state->isShadowPass() && !TSLastDetail::smCanShadow ) )
      return;

   // Make sure we have a material to render with.
   BaseMatInstance *mat = state->getOverrideMaterial( mDetail->getMatInstance() );
   if ( mat == NULL )
      return;

   // We don't really render here... we submit it to
   // the render manager which collects all the batches
   // in the scene, sorts them by texture, sets up the
   // shader, and then renders them all at once.

   ImposterBatchRenderInst *inst = state->getRenderPass()->allocInst<ImposterBatchRenderInst>();
   inst->mat = mat;
   inst->vertBuff = &mVB;

   // We sort by the imposter type first so that RIT_Imposter and 
   // RIT_ImposterBatches do not get mixed together.
   //
   // We then sort by material.
   //
   inst->defaultKey = 0;
   inst->defaultKey2 = mat->getStateHint();

   state->getRenderPass()->addInst( inst );
}
void GroundPlane::prepRenderImage( SceneRenderState* state )
{
   PROFILE_SCOPE( GroundPlane_prepRenderImage );
   
   // TODO: Should we skip rendering the ground plane into
   // the shadows?  Its not like you can ever get under it.

   if ( !mMaterial )
      return;

   // If we don't have a material instance after the override then 
   // we can skip rendering all together.
   BaseMatInstance *matInst = state->getOverrideMaterial( mMaterial );
   if ( !matInst )
      return;

   PROFILE_SCOPE( GroundPlane_prepRender );

   // Update the geometry.
   createGeometry( state->getCullingFrustum() );
   if( mVertexBuffer.isNull() )
      return;

   // Add a render instance.

   RenderPassManager*   pass  = state->getRenderPass();
   MeshRenderInst*      ri    = pass->allocInst< MeshRenderInst >();

   ri->type                   = RenderPassManager::RIT_Mesh;
   ri->vertBuff               = &mVertexBuffer;
   ri->primBuff               = &mPrimitiveBuffer;
   ri->prim                   = &mPrimitive;
   ri->matInst                = matInst;
   ri->objectToWorld          = pass->allocUniqueXform( MatrixF::Identity );
   ri->worldToCamera          = pass->allocSharedXform( RenderPassManager::View );
   ri->projection             = pass->allocSharedXform( RenderPassManager::Projection );
   ri->visibility             = 1.0f;
   ri->translucentSort        = matInst->getMaterial()->isTranslucent();
   ri->defaultKey             = matInst->getStateHint();

   if( ri->translucentSort )
      ri->type = RenderPassManager::RIT_Translucent;

	// If we need lights then set them up.
   if ( matInst->isForwardLit() )
   {
      LightQuery query;
      query.init( getWorldSphere() );
		query.getLights( ri->lights, 8 );
   }

   pass->addInst( ri );
}
void PxCloth::prepRenderImage( SceneRenderState *state )
{  
   if ( mIsVBDirty )
      _updateVBIB();

   // Recreate the material if we need to.
   if ( !mMatInst )
      _initMaterial();

   // If we don't have a material instance after the override then 
   // we can skip rendering all together.
   BaseMatInstance *matInst = state->getOverrideMaterial( mMatInst );
   if ( !matInst )
      return;

   MeshRenderInst *ri = state->getRenderPass()->allocInst<MeshRenderInst>();

	// If we need lights then set them up.
   if ( matInst->isForwardLit() )
   {
      LightQuery query;
      query.init( getWorldSphere() );
		query.getLights( ri->lights, 8 );
   }

   ri->projection = state->getRenderPass()->allocSharedXform(RenderPassManager::Projection);
   ri->objectToWorld = &MatrixF::Identity;

   ri->worldToCamera = state->getRenderPass()->allocSharedXform(RenderPassManager::View);   
   ri->type = RenderPassManager::RIT_Mesh;

   ri->primBuff = &mPrimBuffer;
   ri->vertBuff = &mVB;

   ri->matInst = matInst;
   ri->prim = state->getRenderPass()->allocPrim();
   ri->prim->type = GFXTriangleList;
   ri->prim->minIndex = 0;
   ri->prim->startIndex = 0;
   ri->prim->numPrimitives = mNumIndices / 3;

   ri->prim->startVertex = 0;
   ri->prim->numVertices = mNumVertices;

   ri->defaultKey = matInst->getStateHint();
   ri->defaultKey2 = (U32)ri->vertBuff;

   state->getRenderPass()->addInst( ri );
}
Exemple #4
0
void ConvexShape::prepRenderImage( SceneRenderState *state )
{   
   /*
   if ( state->isDiffusePass() )
   {
      ObjectRenderInst *ri2 = state->getRenderPass()->allocInst<ObjectRenderInst>();
      ri2->renderDelegate.bind( this, &ConvexShape::_renderDebug );
      ri2->type = RenderPassManager::RIT_Editor;
      state->getRenderPass()->addInst( ri2 );
   }
   */

   if ( mVertexBuffer.isNull() )
      return;

   // If we don't have a material instance after the override then 
   // we can skip rendering all together.
   BaseMatInstance *matInst = state->getOverrideMaterial( mMaterialInst ? mMaterialInst : MATMGR->getWarningMatInstance() );
   if ( !matInst )
      return;

   // Get a handy pointer to our RenderPassmanager
   RenderPassManager *renderPass = state->getRenderPass();

   // Allocate an MeshRenderInst so that we can submit it to the RenderPassManager
   MeshRenderInst *ri = renderPass->allocInst<MeshRenderInst>();

   // Set our RenderInst as a standard mesh render
   ri->type = RenderPassManager::RIT_Mesh;

   // Calculate our sorting point
   if ( state )
   {
      // Calculate our sort point manually.
      const Box3F& rBox = getRenderWorldBox();
      ri->sortDistSq = rBox.getSqDistanceToPoint( state->getCameraPosition() );      
   } 
   else 
      ri->sortDistSq = 0.0f;

   // Set up our transforms
   MatrixF objectToWorld = getRenderTransform();
   objectToWorld.scale( getScale() );

   ri->objectToWorld = renderPass->allocUniqueXform( objectToWorld );
   ri->worldToCamera = renderPass->allocSharedXform(RenderPassManager::View);
   ri->projection    = renderPass->allocSharedXform(RenderPassManager::Projection);

	// If we need lights then set them up.
   if ( matInst->isForwardLit() )
   {
      LightQuery query;
      query.init( getWorldSphere() );
		query.getLights( ri->lights, 8 );
   }

   // Make sure we have an up-to-date backbuffer in case
   // our Material would like to make use of it
   // NOTICE: SFXBB is removed and refraction is disabled!
   //ri->backBuffTex = GFX->getSfxBackBuffer();

   // Set our Material
   ri->matInst = matInst;
   if ( matInst->getMaterial()->isTranslucent() )
   {
      ri->translucentSort = true;
      ri->type = RenderPassManager::RIT_Translucent;
   }

   // Set up our vertex buffer and primitive buffer
   ri->vertBuff = &mVertexBuffer;
   ri->primBuff = &mPrimitiveBuffer;

   ri->prim = renderPass->allocPrim();
   ri->prim->type = GFXTriangleList;
   ri->prim->minIndex = 0;
   ri->prim->startIndex = 0;
   ri->prim->numPrimitives = mPrimCount;
   ri->prim->startVertex = 0;
   ri->prim->numVertices = mVertCount;

   // We sort by the material then vertex buffer.
   ri->defaultKey = matInst->getStateHint();
   ri->defaultKey2 = (U32)ri->vertBuff; // Not 64bit safe!

   // Submit our RenderInst to the RenderPassManager
   state->getRenderPass()->addInst( ri );
}
Exemple #5
0
void RenderMeshExample::prepRenderImage( SceneRenderState *state )
{
   // Do a little prep work if needed
   if ( mVertexBuffer.isNull() )
      createGeometry();

   // If we have no material then skip out.
   if ( !mMaterialInst )
      return;

   // If we don't have a material instance after the override then 
   // we can skip rendering all together.
   BaseMatInstance *matInst = state->getOverrideMaterial( mMaterialInst );
   if ( !matInst )
      return;

   // Get a handy pointer to our RenderPassmanager
   RenderPassManager *renderPass = state->getRenderPass();

   // Allocate an MeshRenderInst so that we can submit it to the RenderPassManager
   MeshRenderInst *ri = renderPass->allocInst<MeshRenderInst>();

   // Set our RenderInst as a standard mesh render
   ri->type = RenderPassManager::RIT_Mesh;

   // Calculate our sorting point
   if ( state )
   {
      // Calculate our sort point manually.
      const Box3F& rBox = getRenderWorldBox();
      ri->sortDistSq = rBox.getSqDistanceToPoint( state->getCameraPosition() );      
   } 
   else 
      ri->sortDistSq = 0.0f;

   // Set up our transforms
   MatrixF objectToWorld = getRenderTransform();
   objectToWorld.scale( getScale() );

   ri->objectToWorld = renderPass->allocUniqueXform( objectToWorld );
   ri->worldToCamera = renderPass->allocSharedXform(RenderPassManager::View);
   ri->projection    = renderPass->allocSharedXform(RenderPassManager::Projection);

	// If our material needs lights then fill the RIs 
   // light vector with the best lights.
   if ( matInst->isForwardLit() )
   {
      LightQuery query;
      query.init( getWorldSphere() );
		query.getLights( ri->lights, 8 );
   }

   // Make sure we have an up-to-date backbuffer in case
   // our Material would like to make use of it
   // NOTICE: SFXBB is removed and refraction is disabled!
   //ri->backBuffTex = GFX->getSfxBackBuffer();

   // Set our Material
   ri->matInst = matInst;

   // Set up our vertex buffer and primitive buffer
   ri->vertBuff = &mVertexBuffer;
   ri->primBuff = &mPrimitiveBuffer;

   ri->prim = renderPass->allocPrim();
   ri->prim->type = GFXTriangleList;
   ri->prim->minIndex = 0;
   ri->prim->startIndex = 0;
   ri->prim->numPrimitives = 12;
   ri->prim->startVertex = 0;
   ri->prim->numVertices = 36;

   // We sort by the material then vertex buffer
   ri->defaultKey = matInst->getStateHint();
   ri->defaultKey2 = (U32)ri->vertBuff; // Not 64bit safe!

   // Submit our RenderInst to the RenderPassManager
   state->getRenderPass()->addInst( ri );
}
Exemple #6
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 );
   }
}