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 ); }
void DecalRoad::prepRenderImage( SceneRenderState* state ) { PROFILE_SCOPE( DecalRoad_prepRenderImage ); if ( mNodes.size() <= 1 || mBatches.size() == 0 || !mMatInst || state->isShadowPass() ) return; // 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; RenderPassManager *renderPass = state->getRenderPass(); // Debug RenderInstance // Only when editor is open. if ( smEditorOpen ) { ObjectRenderInst *ri = renderPass->allocInst<ObjectRenderInst>(); ri->type = RenderPassManager::RIT_Editor; ri->renderDelegate.bind( this, &DecalRoad::_debugRender ); state->getRenderPass()->addInst( ri ); } // Normal Road RenderInstance // Always rendered when the editor is not open // otherwise obey the smShowRoad flag if ( !smShowRoad && smEditorOpen ) return; const Frustum &frustum = state->getCameraFrustum(); MeshRenderInst coreRI; coreRI.clear(); coreRI.objectToWorld = &MatrixF::Identity; coreRI.worldToCamera = renderPass->allocSharedXform(RenderPassManager::View); MatrixF *tempMat = renderPass->allocUniqueXform( MatrixF( true ) ); MathUtils::getZBiasProjectionMatrix( gDecalBias, frustum, tempMat ); coreRI.projection = tempMat; coreRI.type = RenderPassManager::RIT_Decal; coreRI.vertBuff = &mVB; coreRI.primBuff = &mPB; coreRI.matInst = matInst; // Make it the sort distance the max distance so that // it renders after all the other opaque geometry in // the prepass bin. coreRI.sortDistSq = F32_MAX; // If we need lights then set them up. if ( matInst->isForwardLit() ) { LightQuery query; query.init( getWorldSphere() ); query.getLights( coreRI.lights, 8 ); } U32 startBatchIdx = -1; U32 endBatchIdx = 0; for ( U32 i = 0; i < mBatches.size(); i++ ) { const RoadBatch &batch = mBatches[i]; const bool isVisible = !frustum.isCulled( batch.bounds ); if ( isVisible ) { // If this is the start of a set of batches. if ( startBatchIdx == -1 ) endBatchIdx = startBatchIdx = i; // Else we're extending the end batch index. else ++endBatchIdx; // If this isn't the last batch then continue. if ( i < mBatches.size()-1 ) continue; } // We we still don't have a start batch, so skip. if ( startBatchIdx == -1 ) continue; // Render this set of batches. const RoadBatch &startBatch = mBatches[startBatchIdx]; const RoadBatch &endBatch = mBatches[endBatchIdx]; U32 startVert = startBatch.startVert; U32 startIdx = startBatch.startIndex; U32 vertCount = endBatch.endVert - startVert; U32 idxCount = ( endBatch.endIndex - startIdx ) + 1; U32 triangleCount = idxCount / 3; AssertFatal( startVert + vertCount <= mVertCount, "DecalRoad, bad draw call!" ); AssertFatal( startIdx + triangleCount < mTriangleCount * 3, "DecalRoad, bad draw call!" ); MeshRenderInst *ri = renderPass->allocInst<MeshRenderInst>(); *ri = coreRI; ri->prim = renderPass->allocPrim(); ri->prim->type = GFXTriangleList; ri->prim->minIndex = 0; ri->prim->startIndex = startIdx; ri->prim->numPrimitives = triangleCount; ri->prim->startVertex = 0; ri->prim->numVertices = endBatch.endVert + 1; // For sorting we first sort by render priority // and then by objectId. // // Since a road can submit more than one render instance, we want all // draw calls for a single road to occur consecutively, since they // could use the same vertex buffer. ri->defaultKey = mRenderPriority << 0 | mId << 16; ri->defaultKey2 = 0; renderPass->addInst( ri ); // Reset the batching. startBatchIdx = -1; } }
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 ); }
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 ); }
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 ); } }