#include "BsForwardRenderer.h" #include "BsCamera.h" #include "BsSceneManager.h" #include "BsRenderable.h" #include "CmMaterial.h" #include "CmMesh.h" #include "CmPass.h" #include "CmBlendState.h" #include "CmRasterizerState.h" #include "CmDepthStencilState.h" #include "CmApplication.h" #include "CmViewport.h" #include "CmRenderTarget.h" #include "BsOverlayManager.h" using namespace CamelotFramework; namespace BansheeEngine { ForwardRenderer::ForwardRenderer() { } ForwardRenderer::~ForwardRenderer() { } const String& ForwardRenderer::getName() const { static String name = "ForwardRenderer"; return name; } void ForwardRenderer::renderAll() { RenderContext& renderContext = gMainRC(); const vector::type& allCameras = gSceneManager().getAllCameras(); for(auto iter = allCameras.begin(); iter != allCameras.end(); ++iter) { render(*iter); ViewportPtr vp = (*iter)->getViewport(); if(vp != nullptr) { RenderTargetPtr rt = vp->getTarget(); if(rt != nullptr) renderContext.swapBuffers(rt); // TODO - This is wrong as potentially multiple viewports can share a single render target, and swap shouldn't // be done for every one of them } } } void ForwardRenderer::render(const HCamera& camera) { vector::type allRenderables; if(!camera->getIgnoreSceneRenderables()) allRenderables = gSceneManager().getVisibleRenderables(camera); RenderContext& renderContext = gMainRC(); renderContext.setViewport(camera->getViewport()); Matrix4 projMatrixCstm = camera->getProjectionMatrix(); Matrix4 viewMatrixCstm = camera->getViewMatrix(); Matrix4 viewProjMatrix = projMatrixCstm * viewMatrixCstm; renderContext.clear(camera->getViewport()->getTarget(), FBT_COLOR | FBT_DEPTH, Color::Blue); renderContext.beginFrame(); // TODO - sort renderables by material/pass/parameters to minimize state changes for(auto iter = allRenderables.begin(); iter != allRenderables.end(); ++iter) { HMaterial material = (*iter)->getMaterial(); if(material == nullptr || !material.isLoaded()) continue; HMesh mesh = (*iter)->getMesh(); if(mesh == nullptr || !mesh.isLoaded()) continue; // TODO - Renderer should ensure shader is compatible with it, and it contains all the needed parameters // (probably at an earlier stage). e.g. I want the user to be warned if the shader doesn't contain matViewProjection param // (or should we just ignore such missing parameters?) material->setMat4("matViewProjection", viewProjMatrix); for(UINT32 i = 0; i < material->getNumPasses(); i++) { PassPtr pass = material->getPass(i); pass->activate(renderContext); PassParametersPtr paramsPtr = material->getPassParameters(i); pass->bindParameters(renderContext, paramsPtr); renderContext.render(mesh->getRenderOperation()); } } // Render overlays for this camera OverlayManager::instance().render(camera.get(), renderContext); renderContext.endFrame(); // TODO - Sort renderables // Render them } }