RenderPrePassMgr* LightManager::_findPrePassRenderBin() { RenderPassManager* rpm = getSceneManager()->getDefaultRenderPass(); for( U32 i = 0; i < rpm->getManagerCount(); i++ ) { RenderBinManager *bin = rpm->getManager( i ); if( bin->getRenderInstType() == RenderPrePassMgr::RIT_PrePass ) { return ( RenderPrePassMgr* ) bin; } } return NULL; }
void RenderTranslucentMgr::render( SceneRenderState *state ) { PROFILE_SCOPE(RenderTranslucentMgr_render); // Early out if nothing to draw. if(!mElementList.size()) return; GFXDEBUGEVENT_SCOPE(RenderTranslucentMgr_Render, ColorI::BLUE); // Find the particle render manager (if we don't have it) if(mParticleRenderMgr == NULL) { RenderPassManager *rpm = state->getRenderPass(); for( U32 i = 0; i < rpm->getManagerCount(); i++ ) { RenderBinManager *bin = rpm->getManager(i); if( bin->getRenderInstType() == RenderParticleMgr::RIT_Particles ) { mParticleRenderMgr = reinterpret_cast<RenderParticleMgr *>(bin); break; } } } GFXTransformSaver saver; SceneData sgData; sgData.init( state ); GFXVertexBuffer * lastVB = NULL; GFXPrimitiveBuffer * lastPB = NULL; // Restore transforms MatrixSet &matrixSet = getRenderPass()->getMatrixSet(); matrixSet.restoreSceneViewProjection(); U32 binSize = mElementList.size(); for( U32 j=0; j<binSize; ) { RenderInst *baseRI = mElementList[j].inst; U32 matListEnd = j; // render these separately... if ( baseRI->type == RenderPassManager::RIT_ObjectTranslucent ) { ObjectRenderInst* objRI = static_cast<ObjectRenderInst*>(baseRI); objRI->renderDelegate( objRI, state, NULL ); lastVB = NULL; lastPB = NULL; j++; continue; } //Volumetric Fog Add else if (baseRI->type == RenderPassManager::RIT_VolumetricFog) { ObjectRenderInst* objRI = static_cast<ObjectRenderInst*>(baseRI); objRI->renderDelegate(objRI,state,NULL); lastVB = NULL; lastPB = NULL; j++; continue; } //Volumetric Fog Add else if ( baseRI->type == RenderPassManager::RIT_Particle ) { ParticleRenderInst *ri = static_cast<ParticleRenderInst*>(baseRI); // Tell Particle RM to draw the system. (This allows the particle render manager // to manage drawing offscreen particle systems, and allows the systems // to be composited back into the scene with proper translucent // sorting order) mParticleRenderMgr->renderInstance(ri, state); lastVB = NULL; // no longer valid, null it lastPB = NULL; // no longer valid, null it j++; continue; } else if ( baseRI->type == RenderPassManager::RIT_Translucent ) { MeshRenderInst* ri = static_cast<MeshRenderInst*>(baseRI); BaseMatInstance *mat = ri->matInst; setupSGData( ri, sgData ); while( mat->setupPass( state, sgData ) ) { U32 a; for( a=j; a<binSize; a++ ) { RenderInst* nextRI = mElementList[a].inst; if ( nextRI->type != RenderPassManager::RIT_Translucent ) break; MeshRenderInst *passRI = static_cast<MeshRenderInst*>(nextRI); // Check to see if we need to break this batch. if ( newPassNeeded( ri, passRI ) ) break; // Z sorting and stuff is still not working in this mgr... setupSGData( passRI, sgData ); mat->setSceneInfo(state, sgData); matrixSet.setWorld(*passRI->objectToWorld); matrixSet.setView(*passRI->worldToCamera); matrixSet.setProjection(*passRI->projection); mat->setTransforms(matrixSet, state); // If we're instanced then don't render yet. if ( mat->isInstanced() ) { // Let the material increment the instance buffer, but // break the batch if it runs out of room for more. if ( !mat->stepInstance() ) { a++; break; } continue; } // Setup the vertex and index buffers. mat->setBuffers( passRI->vertBuff, passRI->primBuff ); // Render this sucker. if ( passRI->prim ) GFX->drawPrimitive( *passRI->prim ); else GFX->drawPrimitive( passRI->primBuffIndex ); } // Draw the instanced batch. if ( mat->isInstanced() ) { // Sets the buffers including the instancing stream. mat->setBuffers( ri->vertBuff, ri->primBuff ); // Render the instanced stream. if ( ri->prim ) GFX->drawPrimitive( *ri->prim ); else GFX->drawPrimitive( ri->primBuffIndex ); } matListEnd = a; } // force increment if none happened, otherwise go to end of batch j = ( j == matListEnd ) ? j+1 : matListEnd; } } }
void RenderGlowMgr::render( SceneRenderState *state ) { PROFILE_SCOPE( RenderGlowMgr_Render ); if ( !isGlowEnabled() ) return; const U32 binSize = mElementList.size(); // If this is a non-diffuse pass or we have no objects to // render then tell the effect to skip rendering. if ( !state->isDiffusePass() || binSize == 0 ) { getGlowEffect()->setSkip( true ); return; } GFXDEBUGEVENT_SCOPE( RenderGlowMgr_Render, ColorI::GREEN ); GFXTransformSaver saver; // Respect the current viewport mNamedTarget.setViewport(GFX->getViewport()); // Tell the superclass we're about to render, preserve contents const bool isRenderingToTarget = _onPreRender( state, true ); // Clear all the buffers to black. GFX->clear( GFXClearTarget, ColorI::BLACK, 1.0f, 0); // Restore transforms MatrixSet &matrixSet = getRenderPass()->getMatrixSet(); matrixSet.restoreSceneViewProjection(); // init loop data SceneData sgData; sgData.init( state, SceneData::GlowBin ); for( U32 j=0; j<binSize; ) { RenderInst *_ri = mElementList[j].inst; if(_ri->type == RenderPassManager::RIT_Particle) { // Find the particle render manager (if we don't have it) if(mParticleRenderMgr == NULL) { RenderPassManager *rpm = state->getRenderPass(); for( U32 i = 0; i < rpm->getManagerCount(); i++ ) { RenderBinManager *bin = rpm->getManager(i); if( bin->getRenderInstType() == RenderParticleMgr::RIT_Particles ) { mParticleRenderMgr = reinterpret_cast<RenderParticleMgr *>(bin); break; } } } ParticleRenderInst *ri = static_cast<ParticleRenderInst*>(_ri); GFX->setStateBlock(mParticleRenderMgr->_getHighResStateBlock(ri)); mParticleRenderMgr->_getShaderConsts().mShaderConsts->setSafe(mParticleRenderMgr->_getShaderConsts().mModelViewProjSC, *ri->modelViewProj); mParticleRenderMgr->renderParticle(ri, state); j++; continue; } MeshRenderInst *ri = static_cast<MeshRenderInst*>(_ri); setupSGData( ri, sgData ); BaseMatInstance *mat = ri->matInst; GlowMaterialHook *hook = mat->getHook<GlowMaterialHook>(); if ( !hook ) { hook = new GlowMaterialHook( ri->matInst ); ri->matInst->addHook( hook ); } BaseMatInstance *glowMat = hook->getMatInstance(); U32 matListEnd = j; while( glowMat && glowMat->setupPass( state, sgData ) ) { U32 a; for( a=j; a<binSize; a++ ) { if (mElementList[a].inst->type == RenderPassManager::RIT_Particle) break; MeshRenderInst *passRI = static_cast<MeshRenderInst*>(mElementList[a].inst); if ( newPassNeeded( ri, passRI ) ) break; matrixSet.setWorld(*passRI->objectToWorld); matrixSet.setView(*passRI->worldToCamera); matrixSet.setProjection(*passRI->projection); glowMat->setTransforms(matrixSet, state); glowMat->setSceneInfo(state, sgData); glowMat->setBuffers(passRI->vertBuff, passRI->primBuff); if ( passRI->prim ) GFX->drawPrimitive( *passRI->prim ); else GFX->drawPrimitive( passRI->primBuffIndex ); } matListEnd = a; setupSGData( ri, sgData ); } // force increment if none happened, otherwise go to end of batch j = ( j == matListEnd ) ? j+1 : matListEnd; } // Finish up. if ( isRenderingToTarget ) _onPostRender(); // Make sure the effect is gonna render. getGlowEffect()->setSkip( false ); }