/**************************************************************************** Copyright (c) 2011-2013,WebJet Business Division,CYOU http://www.genesis-3d.com.cn Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ****************************************************************************/ #include "stdneb.h" #include "graphicsystem/Vision/RenderScene.h" #include "RenderPipelineManager.h" #include "GraphicSystem.h" #include "graphicsystem/Camera/RenderPipeline/DeferredLightingRenderPipeline.h" #include "graphicsystem/Renderable/RenderObject.h" namespace Graphic { __ImplementClass(RenderPipelineManager,'RPMA',Core::RefCounted) RenderPipelineManager::RenderPipelineManager() { m_pipelineContext.m_renderPipelineManager = this; m_forwardPipeline = ForwardShadingRenderPipeline::Create(); } RenderPipelineManager::~RenderPipelineManager() { //empty } void RenderPipelineManager::PreRender(Camera* camera) { m_pipelineContext.m_camera = camera; //if(camera->UseViewport()) //{ // const Camera::ViewPort& vp = camera->GetViewport(); // GraphicSystem::Instance()->SetViewPort(vp); //} } void RenderPipelineManager::AfterRender() { //if (m_pipelineContext.m_camera->UseViewport() && m_pipelineContext.m_camera->GetCameraOrder() != eCO_Main) //{ // GPtr mainCam = GraphicSystem::Instance()->GetCameraByType(eCO_Main); // n_assert(mainCam.isvalid()); // GraphicSystem::Instance()->SetViewPort(mainCam->GetViewport()); //} m_pipelineContext.m_camera = 0; } void RenderPipelineManager::Open() { } void RenderPipelineManager::Close() { m_pipelineContext.m_camera = 0; m_pipelineContext.m_renderPipelineManager = 0; m_forwardPipeline = 0; m_customPipeline = 0; } void RenderPipelineManager::SetupDeferred() { m_deferredPipeline = DeferredLightingRenderPipeline::Create(); } void RenderPipelineManager::SetCustomPipeline(const GPtr& customPipeline) { this->m_customPipeline = customPipeline; } void RenderPipelineManager::OnRenderPipeline(Camera* camera) { GPtr& renderpipemanager = camera->GetRenderPipelineManager(); renderpipemanager->PreRender(camera); renderpipemanager->m_pipelineContext.m_renderDatas.SetUseFor(RenderDataCollection::Normal); AssignVisibleNodes(renderpipemanager->m_pipelineContext); if(camera->GetUseCallBack()) { RenderCallBacks::Iterator begin = renderpipemanager->m_pipelineContext.m_callBacks.Begin(); RenderCallBacks::Iterator end = renderpipemanager->m_pipelineContext.m_callBacks.End(); while(begin != end) { (*begin)->OnWillRenderObject(camera); ++begin; } } RenderScene* camera_scene = camera->GetRenderScene(); renderpipemanager->m_pipelineContext.m_renderConfig.bFog = camera_scene->GetEnvironment()->fogColor.w() > 0.0f; AssignEffectiveLight(renderpipemanager->m_pipelineContext); AssignRenderDatas(renderpipemanager->m_pipelineContext); renderPipeline(renderpipemanager); renderpipemanager->AfterRender(); } void RenderPipelineManager::renderPipeline(GPtr& renderpipemanager) { Camera::RenderMode rm = renderpipemanager->m_pipelineContext.m_camera->GetRenderMode(); switch (rm) { case Camera::ForwardMode: { renderpipemanager->m_forwardPipeline->Render(renderpipemanager->m_pipelineContext); } break; case Camera::DeferredMode: { renderpipemanager->m_deferredPipeline->Render(renderpipemanager->m_pipelineContext); } break; case Camera::CustomedMode: { // custom pipeline rendering n_assert(renderpipemanager->m_customPipeline.isvalid()); renderpipemanager->m_customPipeline->Render(renderpipemanager->m_pipelineContext); } break; default: { n_error("error Camera::RenderMode !"); } break; } } void RenderPipelineManager::AssignVisibleNodes(PipelineParamters& params) { Camera* camera = params.m_camera; params.m_callBacks.Clear(); params.m_visibleNodes.Clear(); GPtr pVisQuery = camera->Cull(); n_assert( pVisQuery.isvalid() ); bool mainCamera = eCO_Main == camera->GetCameraOrder(); const Util::Array >& viEnityList = pVisQuery->GetQueryResult(); Math::float4 camPos = camera->GetTransform().get_position(); Math::float4 camDir = -camera->GetTransform().get_zaxis(); for (IndexT i = 0; i < viEnityList.Size(); ++i) { const GPtr& visEnt = viEnityList[i]; n_assert( visEnt.isvalid() ); Graphic::GraphicObject* obj = visEnt->GetUserData(); n_assert( obj && obj->GetRtti()->IsDerivedFrom( RenderObject::RTTI ) ); RenderObject* renderObj = static_cast(obj); uint mark = renderObj->GetRenderCullMark() & (uint)camera->GetCullMask(); if (mark) { #if __GENESIS_EDITOR__ if (renderObj->IsEditorVisible() || camera->GetCameraTarget() == Camera::GAME) { if (mainCamera && renderObj->GetNeedCullCallBack()) { params.m_callBacks.Append(renderObj); } Math::float4 renderablePos = renderObj->GetTransform().get_position(); Math::float4 camToObj = renderablePos - camPos; VisibleNode& node = params.m_visibleNodes.PushBack(); node.object = renderObj; node.distance = Math::float4::dot3(camDir,camToObj); } #else if (mainCamera && renderObj->GetNeedCullCallBack()) { params.m_callBacks.Append(renderObj); } Math::float4 renderablePos = renderObj->GetTransform().get_position(); Math::float4 camToObj = renderablePos - camPos; VisibleNode& node = params.m_visibleNodes.PushBack(); node.object = renderObj; node.distance = Math::float4::dot3(camDir,camToObj); #endif } } if (mainCamera) { const Util::Array& notCullList = camera->GetRenderScene()->GetNotCullRenderObjects(); Util::Array::Iterator it = notCullList.Begin(); Util::Array::Iterator end = notCullList.End(); while(it != end) { uint mark = (*it)->GetRenderCullMark() & (uint)camera->GetCullMask(); if (mark) { #if __GENESIS_EDITOR__ if ( (*it)->IsEditorVisible() || camera->GetCameraTarget() == Camera::GAME) { VisibleNode& node = params.m_visibleNodes.PushBack(); node.object = *it; node.distance = 0; } #else VisibleNode& node = params.m_visibleNodes.PushBack(); node.object = *it; node.distance = 0; #endif } ++it; } } const Util::Array& notCullList = camera->GetNotCullRenderObjects(); Util::Array::Iterator it = notCullList.Begin(); Util::Array::Iterator end = notCullList.End(); while(it != end) { uint mark = (*it)->GetRenderCullMark() & (uint)camera->GetCullMask(); if (mark) { VisibleNode& node = params.m_visibleNodes.PushBack(); node.object = *it; node.distance = 0; } ++it; } } void RenderPipelineManager::AssignRenderDatas(PipelineParamters& params) { RenderDataManager* renderDatas = ¶ms.m_renderDatas; const RenderConfig* renderConfig = ¶ms.m_renderConfig; renderDatas->Reset(eCO_Main == params.m_camera->GetCameraOrder() ); VisibleNodeCollection::Iterator it = params.m_visibleNodes.Begin(); VisibleNodeCollection::Iterator end = params.m_visibleNodes.End(); while(it != end) { renderDatas->SetCurrentNode(it); it->object->AddToCollection(renderDatas, renderConfig); ++it; } renderDatas->Sort(); } void RenderPipelineManager::AssignEffectiveLight(PipelineParamters& params) { params.m_activeLights.CameraCull(params.m_camera); params.m_renderConfig.bLight = (params.m_activeLights.GetActiveLightCount() > 0); if (params.m_camera->HasLightLitMap() && params.m_camera->HasDepthMap()) { const ActiveLightInfo* sun_light = params.m_activeLights.FindSunLight(); params.m_renderConfig.bShadowMap = sun_light && sun_light->light->IsEnableShadow(); if (params.m_renderConfig.bShadowMap) { renderShadowMap(sun_light); return; } } else { params.m_renderConfig.bShadowMap = false; } GlobalMaterialParam* pGMP = Material::GetGlobalMaterialParams(); pGMP->SetVectorParam(eGShaderVecShadowMapSize, Math::float4(0.0f, 0.0f, 0.0f, 0.0f)); } void RenderPipelineManager::renderShadowMap(const ActiveLightInfo* aLight) { RenderLayer cullmark = GraphicSystem::Instance()->GetRenderingCamera()->GetCullMask(); aLight->light->RenderShadowMapBegin(); const Light::ShadowMapCameraList& list = aLight->light->GetShadowMapCameraList(); for (int i = 0; i < list.Size(); ++i) { GPtr camera = list[i]; GraphicSystem::Instance()->_PushRenderCamera(camera.get()); camera->SetCullMask(cullmark); GPtr& mgr = camera->GetRenderPipelineManager(); mgr->m_pipelineContext.m_camera = camera.get(); mgr->m_pipelineContext.m_renderDatas.SetUseFor(RenderDataCollection::Shadow); mgr->m_pipelineContext.m_renderConfig.bFog = false; AssignVisibleNodes(mgr->m_pipelineContext); AssignRenderDatas(mgr->m_pipelineContext); renderPipeline(mgr); GlobalMaterialParam* pGMP = Material::GetGlobalMaterialParams(); n_assert(NULL != pGMP); const Math::float4& shadowMapParam = pGMP->GetVectorParam(Graphic::eGShaderVecShadowMapSize); Math::float4 srcRect(0,0,shadowMapParam.x(),shadowMapParam.y()); Math::float4 desRect = srcRect; desRect.x() = shadowMapParam.x() * i; desRect.z() = desRect.x() + shadowMapParam.x(); GraphicSystem::Instance()->CopyRenderTarget(camera->GetRenderToTexture()->GetTargetHandle(),srcRect,camera->GetSwapTexture()->GetTargetHandle(),desRect); mgr->m_pipelineContext.m_camera = NULL; GraphicSystem::Instance()->_PopRenderCamera(); } } }