6e8fbca745
match the genesis editor version 1.3.0.653.
537 lines
18 KiB
C++
537 lines
18 KiB
C++
/****************************************************************************
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "stdneb.h"
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#include "profilesystem/ProfileSystem.h"
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#include "RenderPipeline.h"
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#include "GraphicSystem.h"
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#include "graphicsystem/Renderable/RenderObject.h"
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#include "graphicsystem/Camera/Camera.h"
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#include "graphicsystem/Renderable/GraphicRenderer.h"
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namespace Graphic
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{
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const int RenderPipeline::s_lightSupport = MAX_LIGHT_SUPPORT;
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static const Math::float4 g_LightNone(0.0f, 0.0f, 0.0f, -1.0f);
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__ImplementClass(RenderPipeline,'REPI',Core::RefCounted)
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RenderPipeline::RenderPipeline()
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{
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//empty
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}
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RenderPipeline::~RenderPipeline()
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{
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}
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//------------------------------------------------------------------------
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void RenderPipeline::setGlobalShaderParam(PipelineParamters& params)
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{
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const Camera* camera = params.m_camera;
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if(camera->UseViewport())
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{
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const Camera::ViewPort& vp = camera->GetViewport();
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GraphicSystem::Instance()->SetViewPort(vp);
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}
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GlobalMaterialParam* pGMP = Material::GetGlobalMaterialParams();
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ViewPortWindow* target = camera->GetTargetWindow();
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if (NULL == target)
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{
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target = GraphicSystem::Instance()->GetMainViewPortWindow();
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}
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target->ApplyGlobalShaderParam();
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camera->GetRenderScene()->ApplyEnvironment();
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//<2F><>ȫ<EFBFBD>ֲ<EFBFBD><D6B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊ<EFBFBD><CEAA>ǰҪ<C7B0><D2AA>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD>RT<52><54><EFBFBD><EFBFBD>
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// TODO<44><4F> <20><><EFBFBD><EFBFBD>wireframe <20>ж<EFBFBD>RT<52><54>
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if (camera->GetDepthMap().isvalid())
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{
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Material::GetGlobalMaterialParams()->SetTextureParam(eGShaderTexDepthMap,camera->GetDepthMap()->GetTextureHandle());
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}
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#if __WIN32__ && RENDERDEVICE_D3D9
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if (camera->GetLightLitTexture().isvalid())
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{
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Material::GetGlobalMaterialParams()->SetTextureParam(eGShaderTexLightLitMap,camera->GetLightLitTexture()->GetTextureHandle());
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}
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#endif
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const Math::matrix44& view = camera->GetViewTransform();
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const Math::matrix44& proj = camera->GetProjTransform();
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Math::float4 camPos = camera->GetTransform().get_position();
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camPos.set_w(Camera::VT_persp == camera->GetViewType() ? 0.0f : 1.0f);
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const CameraSetting& cs = camera->GetCameraSetting();
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Math::float4 camParam = Math::float4(cs.GetZNear(), cs.GetZFar(), cs.GetFarWidth() * 0.5f, cs.GetFarHeight() * 0.5f);
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pGMP->SetMatrixParam(eGShaderMatV,view);
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pGMP->SetMatrixParam(eGShaderMatInverseV,Math::matrix44::inverse(view));
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pGMP->SetMatrixParam(eGShaderMatP,proj);
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pGMP->SetVectorParam(eGShaderVecCameraPos,camPos);
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pGMP->SetVectorParam(eGShaderVecDebugCameraColor,camera->GetDebugColor());
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pGMP->SetVectorParam(eGShaderVecCameraParam, camParam);
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pGMP->SetMatrixParam(eGShaderMatInvVP, Math::matrix44::inverse(camera->GetViewProjTransform()));
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}
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//------------------------------------------------------------------------
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void RenderPipeline::setCommonLights(PipelineParamters& params)
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{
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ActiveLightCollection& activeLights = params.m_activeLights.GetActiveLights();
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int attBegin = params.m_activeLights.GetAttLightBeginIndex();
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int max = (attBegin < s_lightSupport) ? attBegin : s_lightSupport;
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for (int i = 0; i < max; ++i)
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{
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setLight(activeLights[i].light, i);
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}
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if (max < s_lightSupport)
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{
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for(int i = max; i < s_lightSupport; ++i)
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{
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setEnableLight(i, false);
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}
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}
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}
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//------------------------------------------------------------------------
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void RenderPipeline::setLight(const GPtr<Light>& light, SizeT lightindex)
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{
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GlobalMaterialParam* pGMP = Material::GetGlobalMaterialParams();
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Math::float4 lightColor = light->GetLightColor() * light->GetLightIntensity();
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Math::float4 lightDir = light->GetTransform().get_zaxis();//<2F><>shader<65>У<EFBFBD>Ϊ<EFBFBD>˷<EFBFBD><CBB7><EFBFBD><EFBFBD><EFBFBD><EFBFBD>㣬<EFBFBD><E3A3AC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʵ<EFBFBD>ʷ<EFBFBD><CAB7><EFBFBD><EFBFBD>ķ<EFBFBD><C4B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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Math::float4 lightPos = light->GetLightPos();
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Math::float4 attenuation;
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switch (light->GetLightType())
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{
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case Light::eSunLight:
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{
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lightColor.set_w(3.0f);
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lightPos = lightDir * 10000.0f;
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lightPos.set_w(1);
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}
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break;
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case Light::eSpotLight:
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lightColor.set_w(0);
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lightDir.set_w(1);
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lightPos.set_w(light->GetFalloff());
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attenuation.set_y(light->GetCosHalfOuterAngle());
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attenuation.set_z(light->GetInvCosConeDifference());
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attenuation.set_w(light->GetExponent());
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// attenuation.x <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>洢Lightrange
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attenuation.set_x( light->GetLightRange() ) ;
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pGMP->SetVectorParam(static_cast<GlobalVectorParamIndex>(eGShaderVecLightAttenuation0 + lightindex * 4),attenuation);
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break;
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case Light::ePointLight:
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lightColor.set_w(0);
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lightDir.set_w(0);
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lightPos.set_w(light->GetFalloff());
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// attenuation.x <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>洢Lightrange
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attenuation.set_x( light->GetLightRange() ) ;
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pGMP->SetVectorParam(static_cast<GlobalVectorParamIndex>(eGShaderVecLightAttenuation0 + lightindex * 4),attenuation);
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break;
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case Light::eDirectionalLight:
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lightColor.set_w(1);
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lightPos = lightDir * 10000.0f;
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lightPos.set_w(1);
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break;
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default:
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n_error("Invalide Light Type!");
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}
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pGMP->SetVectorParam(static_cast<GlobalVectorParamIndex>(eGShaderVecLightDiffuse0 + lightindex * 4),lightColor);
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pGMP->SetVectorParam(static_cast<GlobalVectorParamIndex>(eGShaderVecLightPos0 + lightindex * 4),lightPos);
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pGMP->SetVectorParam(static_cast<GlobalVectorParamIndex>(eGShaderVecLightDir0 + lightindex * 4),lightDir);
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}
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//------------------------------------------------------------------------
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void RenderPipeline::setEnableLight(SizeT lightindex,bool bEnable)
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{
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GlobalMaterialParam* pGMP = Material::GetGlobalMaterialParams();
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pGMP->SetVectorParam_W(static_cast<GlobalVectorParamIndex>(eGShaderVecLightPos0 + lightindex * 4), bEnable? 1.0f : -1.0f );
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}
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bool RenderPipeline::empty(PipelineParamters& params, RenderData::Type type)
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{
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RenderDataIndexArray& indices = params.m_renderDatas.GetRenderDataIndices(type);
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return (indices.Count() == 0);
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}
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bool RenderPipeline::contain(PipelineParamters& params, RenderData::Type type)
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{
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RenderDataIndexArray& indices = params.m_renderDatas.GetRenderDataIndices(type);
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return (indices.Count() > 0);
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}
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void RenderPipeline::renderRenderableList(PipelineParamters& params, RenderData::Type type ,RenderPassType passType, const Material* customMat)
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{
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RenderDataArray& datas = params.m_renderDatas.GetRenderDatas();
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RenderDataIndexArray& indices = params.m_renderDatas.GetRenderDataIndices(type);
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RenderDataIndexArray::Iterator it = indices.Begin();
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RenderDataIndexArray::Iterator end = indices.End();
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while (it != end)
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{
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RenderData& renderData = datas[*it];
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GraphicRenderer::BeforeRender(renderData.renderable, passType, customMat);
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renderData.onwer->object->Render(renderData.renderable, passType, customMat);
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++it;
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}
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}
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void RenderPipeline::renderRenderableList(PipelineParamters& params, RenderData::Type type , RenderPassType passType, const Material* customMat, uint mark)
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{
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RenderDataArray& datas = params.m_renderDatas.GetRenderDatas();
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RenderDataIndexArray& indices = params.m_renderDatas.GetRenderDataIndices(type);
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RenderDataIndexArray::Iterator it = indices.Begin();
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RenderDataIndexArray::Iterator end = indices.End();
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while (it != end)
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{
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RenderData& renderData = datas[*it];
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Renderable* renderable = renderData.renderable;
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if (renderable->GetMark() & mark)
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{
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GraphicRenderer::BeforeRender(renderData.renderable, passType, customMat);
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renderData.onwer->object->Render(renderData.renderable, passType, customMat);
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}
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++it;
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}
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}
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void RenderPipeline::renderRenderableListWidthLight(PipelineParamters& params, RenderData::Type type , const Material* customMat)
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{
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RenderDataArray& datas = params.m_renderDatas.GetRenderDatas();
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RenderDataIndexArray& indices = params.m_renderDatas.GetRenderDataIndices(type);
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RenderDataIndexArray::Iterator it = indices.Begin();
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RenderDataIndexArray::Iterator end = indices.End();
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int attBegin = params.m_activeLights.GetAttLightBeginIndex();
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attBegin = attBegin > s_lightSupport ? s_lightSupport : attBegin;
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int supportCount = s_lightSupport - attBegin;//<2F><>Щ<EFBFBD><D0A9><EFBFBD>廹<EFBFBD>ܽ<EFBFBD><DCBD>ܶ<EFBFBD><DCB6><EFBFBD>յ˥<D5B5><CBA5><EFBFBD><EFBFBD>Դ<EFBFBD><D4B4>
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while (it != end)
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{
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RenderData& renderData = datas[*it];
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bool bUsedForLightmap = false;
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const TempLightBlock& block = params.m_activeLights.FindActiveAttLights(renderData.onwer->object, supportCount, bUsedForLightmap);
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int commonLightIndex = 0;
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int index = 0;
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SizeT nAffectedLight = 0;
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while(commonLightIndex < attBegin)
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{
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//set common light
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setEnableLight(commonLightIndex, !bUsedForLightmap);
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commonLightIndex++;
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nAffectedLight++;
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}
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while(index < block.Count())
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{
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setLight(block[index]->light, attBegin + index);
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++index;
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nAffectedLight++;
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}
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while(index < supportCount)
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{
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setEnableLight(attBegin + index, false);
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++index;
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}
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#if RENDERDEVICE_OPENGLES
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if (nAffectedLight > 1)
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{
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nAffectedLight = 1;
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}
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#endif
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renderData.renderable->SetAffectedLightCount(nAffectedLight);
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GraphicRenderer::BeforeRender(renderData.renderable, eForward, customMat);
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renderData.onwer->object->Render(renderData.renderable, eForward, customMat);
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++it;
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}
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}
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//------------------------------------------------------------------------
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void RenderPipeline::renderDepthMap(PipelineParamters& params)
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{
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if(!params.m_camera->HasDepthMap())
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return;
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GraphicRenderer::ResetCache();
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const Camera* camera = params.m_camera;
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const GPtr<RenderToTexture>& depthRT = camera->GetDepthMap();
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GraphicSystem::Instance()->SetRenderTarget(depthRT,0,RenderBase::RenderTarget::ClearAll);
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m_currentRT = depthRT;
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renderRenderableList(params, RenderData::Opaque, eDepth, NULL, Renderable::GenDepth);
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//alphablend<6E><64><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>Ҫ<EFBFBD><D2AA>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD>
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//renderRenderableList(params, RenderData::Alpha, eDepth, NULL);
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}
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void RenderPipeline::renderLightLitMap(PipelineParamters& params)
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{
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const Camera* camera = params.m_camera;
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if(!(camera->HasLightLitMap() && camera->HasDepthMap()) )
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return;
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GraphicRenderer::ResetCache();
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const Light* sunLight = camera->GetRenderScene()->GetSunLight();
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if (NULL == sunLight)
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{
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return;
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}
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if(!sunLight->IsEnableShadow())
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return;
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GlobalMaterialParam* pGMP = Material::GetGlobalMaterialParams();
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n_assert(NULL != pGMP);
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const Util::Array< GPtr<Camera> >& smcList = sunLight->GetShadowMapCameraList();
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float4 lightCameraNear(0.f,0.f,0.f,0.f);
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float4 lightCameraFar(0.f,0.f,0.f,0.f);
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int count = smcList.Size();
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if (count > 0)
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{
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pGMP->SetMatrixParam(eGShaderMatLightV,smcList[0]->GetViewTransform());
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for (SizeT i = 0; i < count; ++i)
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{
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const CameraSetting& cs = smcList[i]->GetCameraSetting();
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lightCameraNear[i] = cs.GetZNear();
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lightCameraFar[i] = cs.GetZFar();
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pGMP->SetMatrixParam(static_cast<GlobalMatrixParamIndex>(eGShaderMatLightP0 + i ),smcList[i]->GetProjTransform());
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}
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}
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pGMP->SetVectorParam(eGShaderVecLightCameraNear, lightCameraNear);
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pGMP->SetVectorParam(eGShaderVecLightCameraFar, lightCameraFar);
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const GPtr<RenderToTexture>& lightlitRT = camera->GetLightLitTexture();
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m_currentRT = lightlitRT;
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ImageFiltrationSystem::Render(NULL, lightlitRT, camera->GetLightLitMaterial());
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}
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//------------------------------------------------------------------------
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void RenderPipeline::renderCustomized(PipelineParamters& params)
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{
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if(!params.m_camera->IsRenderCustom())
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return;
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GraphicRenderer::ResetCache();
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const GPtr<RenderToTexture>& rtt = params.m_camera->GetRenderToTexture();
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n_assert(rtt.isvalid());
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if (m_currentRT == rtt)
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{
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GraphicSystem::Instance()->SetRenderTarget(rtt,0,RenderBase::RenderTarget::ClearAll);
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}
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else
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{
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GraphicSystem::Instance()->SetRenderTarget(rtt,0,RenderBase::RenderTarget::ClearColor |
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RenderBase::RenderTarget::ClearDepth | RenderBase::RenderTarget::ClearStencil);
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m_currentRT = rtt;
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}
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const Camera* camera = params.m_camera;
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const Material* mat = params.m_camera->GetCustomMaterial().get_unsafe();
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RenderPassType spt;
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if (params.m_camera->GetCameraOrder() == eCO_Shadow)
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{
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spt = eShadow;
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}
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else
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{
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spt = eCustomized;
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}
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//<2F><><EFBFBD>û<EFBFBD><C3BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ҫ<EFBFBD><D2AA>Ⱦ<EFBFBD><C8BE>Щ<EFBFBD><D0A9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>壬<EFBFBD><E5A3AC><EFBFBD>߽<EFBFBD><DFBD>˴<EFBFBD><CBB4>IJ<EFBFBD><C4B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ü<EFBFBD><C3BC><EFBFBD>mask<73><6B><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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renderRenderableList(params, RenderData::Opaque, spt, mat);
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if ( eShadow != spt)
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{
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//alphablend<6E><64><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>Ҫ<EFBFBD><D2AA>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD>
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renderRenderableList(params, RenderData::Alpha, spt, mat);
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}
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}
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void RenderPipeline::renderSpecialPost(PipelineParamters& params)
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{
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#ifdef __XXX_TEST__
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return;
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#endif
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if (eCO_Main == params.m_camera->GetCameraOrder() && (contain(params, RenderData::ParticleDecal)
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|| contain(params, RenderData::ParticlePost) || contain(params, RenderData::Glass) ))
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{
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const Camera* camera = params.m_camera;
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m_currentRT = 0;
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const GPtr<RenderToTexture>& rtt= camera->GetSwapTexture();
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const GPtr<RenderToTexture>& mainTex = camera->GetRenderToTexture();
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if ( mainTex.isvalid() && rtt.isvalid() )
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{
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RenderData::Type type[3] = { RenderData::Glass, RenderData::ParticleDecal, RenderData::ParticlePost};
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for (int index = 0; index < sizeof(type)/sizeof(RenderData::Type); index++)
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{
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// <20>Ƚ<EFBFBD>mianbuffer<65><72><EFBFBD><EFBFBD><EFBFBD>ݸ<EFBFBD><DDB8>Ƶ<EFBFBD>swapbuffer
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ImageFiltrationSystem::Render(&(mainTex->GetTextureHandle()), rtt, NULL, 0, RenderBase::RenderTarget::ClearNone);
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GraphicSystem::Instance()->SetRenderTarget(mainTex->GetTargetHandle(),0,RenderBase::RenderTarget::ClearNone);
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m_currentRT = mainTex;
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GlobalMaterialParam* pGMP = Material::GetGlobalMaterialParams();
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pGMP->SetTextureParam(eGShaderTexSwapBuffer, rtt->GetTextureHandle());
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//draw Special effect
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renderRenderableList(params, type[index], eForward, NULL);
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}
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}
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}
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}
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void RenderPipeline::renderCustomObjs(PipelineParamters& params)
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{
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GraphicRenderer::ResetCache();
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renderRenderableList(params, RenderData::Custom, eForward, NULL);
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}
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void RenderPipeline::renderScreenObjs(PipelineParamters& params)
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{
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//render 2d mesh
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RenderDataIndexArray& indices = params.m_renderDatas.GetRenderDataIndices(RenderData::Screen);
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|
||
GraphicRenderer::ResetCache();
|
||
const GPtr<RenderToTexture>& rtt= params.m_camera->GetRenderToTexture();
|
||
GraphicSystem::Instance()->SetRenderTarget(rtt,0,RenderBase::RenderTarget::ClearDepth);
|
||
|
||
matrix44 view = matrix44::identity();
|
||
ViewPortWindow* window = params.m_camera->GetTargetWindow();
|
||
if (NULL == window)
|
||
{
|
||
window = GraphicSystem::Instance()->GetMainViewPortWindow();
|
||
}
|
||
const RenderBase::DisplayMode& dm = window->GetDisplayMode();
|
||
|
||
float width = (float)dm.GetWidth();
|
||
float height = (float)dm.GetHeight();
|
||
|
||
//z_scale: <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>(max, -max)ѹ<><D1B9><EFBFBD><EFBFBD>(-0.5f,0.5f)<29><>maxΪwidth,height<68><74><EFBFBD><EFBFBD>֮<EFBFBD><D6AE><EFBFBD><EFBFBD>
|
||
float z_scale = (width > height) ? (-0.5f / width) : (-0.5f / height);
|
||
|
||
view.mx[0][0] = 2.0f / width;
|
||
view.mx[1][1] = 2.0f / height;
|
||
view.mx[2][2] = z_scale;
|
||
view.mx[0][3] = -1.0f;
|
||
view.mx[1][3] = 1.0f;
|
||
view.mx[2][3] = 0.5f;//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>(-0.5f,0.5f)<29>Ƶ<EFBFBD>(0,1)<29><>
|
||
GlobalMaterialParam* pGMP = Material::GetGlobalMaterialParams();
|
||
pGMP->SetMatrixParam(eGShaderMatV, view);//matrix44::identity());//
|
||
|
||
renderRenderableList(params, RenderData::Screen, eForward, NULL);
|
||
}
|
||
//--------------------------------------------------------------------------------
|
||
void RenderPipeline::renderMain(PipelineParamters& params)
|
||
{
|
||
GraphicSystem::Instance()->SetWireFrameMode(false);
|
||
|
||
const GPtr<Camera>& camera = params.m_camera;
|
||
const GPtr<RenderToTexture>& mainBuffer = camera->GetRenderToTexture();
|
||
if (!mainBuffer.isvalid())
|
||
{
|
||
return;
|
||
}
|
||
GraphicRenderer::ResetCache();
|
||
RenderToTexture* source = mainBuffer.get();
|
||
ImageFilterManager& postEffects = camera->GetPostEffectFilters();
|
||
int count = postEffects.Size();
|
||
if (count > 0)
|
||
{
|
||
RenderToTexture* destination = camera->GetSwapTexture().get();
|
||
int index = 0;
|
||
PROFILER_ADDDTICKBEGIN(postTime);
|
||
while(index < count)
|
||
{
|
||
if(postEffects.GetFilter(index)->RenderFilter(source, destination))
|
||
{
|
||
RenderToTexture* temp = destination;
|
||
destination = source;
|
||
source = temp;
|
||
}
|
||
++index;
|
||
}
|
||
PROFILER_ADDDTICKEND(postTime);
|
||
}
|
||
|
||
if (contain(params,RenderData::Screen))
|
||
{
|
||
if (source == camera->GetSwapTexture().get())
|
||
{
|
||
PROFILER_ADDDTICKBEGIN(postTime);
|
||
ImageFiltrationSystem::Render(&source->GetTextureHandle(), mainBuffer.get(), NULL, 0);//SwapTextureû<65><C3BB><EFBFBD><EFBFBD><EFBFBD>Ȼ<EFBFBD><C8BB>壬<EFBFBD><E5A3AC><EFBFBD><EFBFBD>Ҫ<EFBFBD><D2AA>copy<70><79>mainBuffer<65>
|
||
PROFILER_ADDDTICKEND(postTime);
|
||
source = mainBuffer.get();
|
||
}
|
||
renderScreenObjs(params);
|
||
}
|
||
#if __WIN32__
|
||
ViewPortWindow* vpw = GraphicSystem::Instance()->GetCurrentTargetWindow();
|
||
if (vpw != NULL)
|
||
{
|
||
GraphicSystem::Instance()->SetRenderTarget(vpw->GetBackBuffer(), 0, RenderBase::RenderTarget::ClearNone);
|
||
}
|
||
else
|
||
{
|
||
GraphicSystem::Instance()->SetRenderTarget(RenderBase::RenderTargetHandle(), 0, RenderBase::RenderTarget::ClearNone);
|
||
return;
|
||
}
|
||
|
||
#endif
|
||
|
||
ImageFiltrationSystem::Render(&source->GetTextureHandle(), NULL, NULL, 0);
|
||
}
|
||
}
|