ad5cd7b16a
match the genesis editor version 1.3.1.921.
323 lines
10 KiB
C++
323 lines
10 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 "graphicsystem/Vision/RenderScene.h"
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#include "RenderPipelineManager.h"
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#include "GraphicSystem.h"
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#include "graphicsystem/Camera/RenderPipeline/DeferredLightingRenderPipeline.h"
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#include "graphicsystem/Renderable/RenderObject.h"
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namespace Graphic
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{
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__ImplementClass(RenderPipelineManager,'RPMA',Core::RefCounted)
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RenderPipelineManager::RenderPipelineManager()
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{
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m_pipelineContext.m_renderPipelineManager = this;
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m_forwardPipeline = ForwardShadingRenderPipeline::Create();
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}
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RenderPipelineManager::~RenderPipelineManager()
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{
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//empty
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}
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void RenderPipelineManager::PreRender(Camera* camera)
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{
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m_pipelineContext.m_camera = 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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}
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void RenderPipelineManager::AfterRender()
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{
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//if (m_pipelineContext.m_camera->UseViewport() && m_pipelineContext.m_camera->GetCameraOrder() != eCO_Main)
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//{
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// GPtr<Camera> mainCam = GraphicSystem::Instance()->GetCameraByType(eCO_Main);
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// n_assert(mainCam.isvalid());
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// GraphicSystem::Instance()->SetViewPort(mainCam->GetViewport());
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//}
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m_pipelineContext.m_camera = 0;
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}
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void RenderPipelineManager::Open()
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{
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}
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void RenderPipelineManager::Close()
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{
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m_pipelineContext.m_camera = 0;
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m_pipelineContext.m_renderPipelineManager = 0;
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m_forwardPipeline = 0;
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m_customPipeline = 0;
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}
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void RenderPipelineManager::SetupDeferred()
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{
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m_deferredPipeline = DeferredLightingRenderPipeline::Create();
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}
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void RenderPipelineManager::SetCustomPipeline(const GPtr<RenderPipeline>& customPipeline)
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{
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this->m_customPipeline = customPipeline;
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}
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void RenderPipelineManager::OnRenderPipeline(Camera* camera)
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{
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GPtr<RenderPipelineManager>& renderpipemanager = camera->GetRenderPipelineManager();
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renderpipemanager->PreRender(camera);
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renderpipemanager->m_pipelineContext.m_renderDatas.SetUseFor(RenderDataCollection::Normal);
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AssignVisibleNodes(renderpipemanager->m_pipelineContext);
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if(camera->GetUseCallBack())
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{
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RenderCallBacks::Iterator begin = renderpipemanager->m_pipelineContext.m_callBacks.Begin();
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RenderCallBacks::Iterator end = renderpipemanager->m_pipelineContext.m_callBacks.End();
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while(begin != end)
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{
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(*begin)->OnWillRenderObject(camera);
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++begin;
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}
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}
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RenderScene* camera_scene = camera->GetRenderScene();
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renderpipemanager->m_pipelineContext.m_renderConfig.bFog = camera_scene->GetEnvironment()->fogColor.w() > 0.0f;
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AssignEffectiveLight(renderpipemanager->m_pipelineContext);
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AssignRenderDatas(renderpipemanager->m_pipelineContext);
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renderPipeline(renderpipemanager);
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renderpipemanager->AfterRender();
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}
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void RenderPipelineManager::renderPipeline(GPtr<RenderPipelineManager>& renderpipemanager)
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{
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Camera::RenderMode rm = renderpipemanager->m_pipelineContext.m_camera->GetRenderMode();
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switch (rm)
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{
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case Camera::ForwardMode:
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{
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renderpipemanager->m_forwardPipeline->Render(renderpipemanager->m_pipelineContext);
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}
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break;
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case Camera::DeferredMode:
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{
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renderpipemanager->m_deferredPipeline->Render(renderpipemanager->m_pipelineContext);
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}
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break;
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case Camera::CustomedMode:
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{
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// custom pipeline rendering
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n_assert(renderpipemanager->m_customPipeline.isvalid());
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renderpipemanager->m_customPipeline->Render(renderpipemanager->m_pipelineContext);
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}
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break;
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default:
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{
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n_error("error Camera::RenderMode !");
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}
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break;
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}
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}
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void RenderPipelineManager::AssignVisibleNodes(PipelineParamters& params)
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{
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Camera* camera = params.m_camera;
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params.m_callBacks.Clear();
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params.m_visibleNodes.Clear();
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GPtr<Vis::VisQuery> pVisQuery = camera->Cull();
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n_assert( pVisQuery.isvalid() );
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bool mainCamera = eCO_Main == camera->GetCameraOrder();
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const Util::Array<GPtr<Vis::VisEntity> >& viEnityList = pVisQuery->GetQueryResult();
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Math::float4 camPos = camera->GetTransform().get_position();
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Math::float4 camDir = -camera->GetTransform().get_zaxis();
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for (IndexT i = 0; i < viEnityList.Size(); ++i)
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{
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const GPtr<Vis::VisEntity>& visEnt = viEnityList[i];
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n_assert( visEnt.isvalid() );
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Graphic::GraphicObject* obj = visEnt->GetUserData();
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n_assert( obj && obj->GetRtti()->IsDerivedFrom( RenderObject::RTTI ) );
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RenderObject* renderObj = static_cast<RenderObject*>(obj);
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uint mark = renderObj->GetRenderCullMark() & (uint)camera->GetCullMask();
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if (mark)
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{
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#if __GENESIS_EDITOR__
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if (renderObj->IsEditorVisible() || camera->GetCameraTarget() == Camera::GAME)
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{
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if (mainCamera && renderObj->GetNeedCullCallBack())
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{
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params.m_callBacks.Append(renderObj);
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}
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Math::float4 renderablePos = renderObj->GetTransform().get_position();
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Math::float4 camToObj = renderablePos - camPos;
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VisibleNode& node = params.m_visibleNodes.PushBack();
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node.object = renderObj;
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node.distance = Math::float4::dot3(camDir,camToObj);
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}
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#else
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if (mainCamera && renderObj->GetNeedCullCallBack())
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{
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params.m_callBacks.Append(renderObj);
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}
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Math::float4 renderablePos = renderObj->GetTransform().get_position();
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Math::float4 camToObj = renderablePos - camPos;
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VisibleNode& node = params.m_visibleNodes.PushBack();
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node.object = renderObj;
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node.distance = Math::float4::dot3(camDir,camToObj);
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#endif
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}
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}
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if (mainCamera)
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{
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const Util::Array<RenderObject*>& notCullList = camera->GetRenderScene()->GetNotCullRenderObjects();
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Util::Array<RenderObject*>::Iterator it = notCullList.Begin();
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Util::Array<RenderObject*>::Iterator end = notCullList.End();
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while(it != end)
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{
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uint mark = (*it)->GetRenderCullMark() & (uint)camera->GetCullMask();
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if (mark)
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{
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#if __GENESIS_EDITOR__
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if ( (*it)->IsEditorVisible() || camera->GetCameraTarget() == Camera::GAME)
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{
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VisibleNode& node = params.m_visibleNodes.PushBack();
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node.object = *it;
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node.distance = 0;
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}
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#else
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VisibleNode& node = params.m_visibleNodes.PushBack();
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node.object = *it;
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node.distance = 0;
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#endif
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}
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++it;
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}
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}
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const Util::Array<RenderObject*>& notCullList = camera->GetNotCullRenderObjects();
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Util::Array<RenderObject*>::Iterator it = notCullList.Begin();
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Util::Array<RenderObject*>::Iterator end = notCullList.End();
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while(it != end)
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{
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uint mark = (*it)->GetRenderCullMark() & (uint)camera->GetCullMask();
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if (mark)
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{
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VisibleNode& node = params.m_visibleNodes.PushBack();
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node.object = *it;
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node.distance = 0;
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}
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++it;
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}
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}
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void RenderPipelineManager::AssignRenderDatas(PipelineParamters& params)
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{
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RenderDataManager* renderDatas = ¶ms.m_renderDatas;
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const RenderConfig* renderConfig = ¶ms.m_renderConfig;
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renderDatas->Reset(eCO_Main == params.m_camera->GetCameraOrder() );
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VisibleNodeCollection::Iterator it = params.m_visibleNodes.Begin();
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VisibleNodeCollection::Iterator end = params.m_visibleNodes.End();
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while(it != end)
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{
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renderDatas->SetCurrentNode(it);
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it->object->AddToCollection(renderDatas, renderConfig);
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++it;
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}
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renderDatas->Sort();
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}
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void RenderPipelineManager::AssignEffectiveLight(PipelineParamters& params)
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{
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params.m_activeLights.CameraCull(params.m_camera);
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params.m_renderConfig.bLight = (params.m_activeLights.GetActiveLightCount() > 0);
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if (params.m_camera->HasLightLitMap() && params.m_camera->HasDepthMap())
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{
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const ActiveLightInfo* sun_light = params.m_activeLights.FindSunLight();
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params.m_renderConfig.bShadowMap = sun_light && sun_light->light->IsEnableShadow();
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if (params.m_renderConfig.bShadowMap)
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{
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renderShadowMap(sun_light);
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return;
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}
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}
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else
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{
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params.m_renderConfig.bShadowMap = false;
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}
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GlobalMaterialParam* pGMP = Material::GetGlobalMaterialParams();
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pGMP->SetVectorParam(eGShaderVecShadowMapSize, Math::float4(0.0f, 0.0f, 0.0f, 0.0f));
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}
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void RenderPipelineManager::renderShadowMap(const ActiveLightInfo* aLight)
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{
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RenderLayer cullmark = GraphicSystem::Instance()->GetRenderingCamera()->GetCullMask();
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aLight->light->RenderShadowMapBegin();
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const Light::ShadowMapCameraList& list = aLight->light->GetShadowMapCameraList();
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for (int i = 0; i < list.Size(); ++i)
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{
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GPtr<Camera> camera = list[i];
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GraphicSystem::Instance()->_PushRenderCamera(camera.get());
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camera->SetCullMask(cullmark);
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GPtr<RenderPipelineManager>& mgr = camera->GetRenderPipelineManager();
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mgr->m_pipelineContext.m_camera = camera.get();
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mgr->m_pipelineContext.m_renderDatas.SetUseFor(RenderDataCollection::Shadow);
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mgr->m_pipelineContext.m_renderConfig.bFog = false;
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AssignVisibleNodes(mgr->m_pipelineContext);
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AssignRenderDatas(mgr->m_pipelineContext);
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renderPipeline(mgr);
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GlobalMaterialParam* pGMP = Material::GetGlobalMaterialParams();
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n_assert(NULL != pGMP);
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const Math::float4& shadowMapParam = pGMP->GetVectorParam(Graphic::eGShaderVecShadowMapSize);
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Math::float4 srcRect(0,0,shadowMapParam.x(),shadowMapParam.y());
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Math::float4 desRect = srcRect;
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desRect.x() = shadowMapParam.x() * i;
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desRect.z() = desRect.x() + shadowMapParam.x();
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GraphicSystem::Instance()->CopyRenderTarget(camera->GetRenderToTexture()->GetTargetHandle(),srcRect,camera->GetSwapTexture()->GetTargetHandle(),desRect);
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mgr->m_pipelineContext.m_camera = NULL;
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GraphicSystem::Instance()->_PopRenderCamera();
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}
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}
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}
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