#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" #include "BsGUIManager.h" #include "BsDefaultRendererSort.h" using namespace CamelotFramework; namespace BansheeEngine { ForwardRenderer::ForwardRenderer() { mRenderOpSorter = cm_new(); } ForwardRenderer::~ForwardRenderer() { cm_delete(mRenderOpSorter); } const String& ForwardRenderer::getName() const { static String name = "ForwardRenderer"; return name; } void ForwardRenderer::renderAll() { gSceneManager().updateRenderableBounds(); CoreAccessor& coreAccessor = gMainCA(); const Vector::type& allCameras = gSceneManager().getAllCameras(); struct RenderTargetRenderInfo { RenderTargetPtr target; Vector::type cameras; }; // Find all unique render targets Vector::type camerasPerRenderTarget; for(auto& camera : allCameras) { RenderTargetPtr target = camera->getViewport()->getTarget(); auto findIter = std::find_if(begin(camerasPerRenderTarget), end(camerasPerRenderTarget), [&target] (const RenderTargetRenderInfo& x) { return x.target == target; }); if(findIter == camerasPerRenderTarget.end()) { camerasPerRenderTarget.push_back(RenderTargetRenderInfo()); camerasPerRenderTarget[camerasPerRenderTarget.size() - 1].target = target; camerasPerRenderTarget[camerasPerRenderTarget.size() - 1].cameras.push_back(camera); } else findIter->cameras.push_back(camera); } // Sort everything based on priority auto cameraComparer = [&] (const HCamera& a, const HCamera& b) { return a->getPriority() > b->getPriority(); }; auto renderTargetInfoComparer = [&] (const RenderTargetRenderInfo& a, const RenderTargetRenderInfo& b) { return a.target->getPriority() > b.target->getPriority(); }; std::sort(begin(camerasPerRenderTarget), end(camerasPerRenderTarget), renderTargetInfoComparer); for(auto& camerasPerTarget : camerasPerRenderTarget) { Vector::type& cameras = camerasPerTarget.cameras; std::sort(begin(cameras), end(cameras), cameraComparer); } // Render everything, target by target for(auto& camerasPerTarget : camerasPerRenderTarget) { RenderTargetPtr target = camerasPerTarget.target; const Vector::type& cameras = camerasPerTarget.cameras; coreAccessor.beginFrame(); for(auto& camera : cameras) { ViewportPtr viewport = camera->getViewport(); coreAccessor.setViewport(viewport); UINT32 clearBuffers = 0; if(viewport->getRequiresColorClear()) clearBuffers |= FBT_COLOR; if(viewport->getRequiresDepthClear()) clearBuffers |= FBT_DEPTH; if(viewport->getRequiresStencilClear()) clearBuffers |= FBT_STENCIL; if(clearBuffers != 0) coreAccessor.clearViewport(clearBuffers, viewport->getClearColor(), viewport->getClearDepthValue(), viewport->getClearStencilValue()); render(camera); } coreAccessor.endFrame(); coreAccessor.swapBuffers(target); } } void ForwardRenderer::render(const HCamera& camera) { Vector::type allRenderables; if(!camera->getIgnoreSceneRenderables()) allRenderables = gSceneManager().getVisibleRenderables(camera); CoreAccessor& coreAccessor = gMainCA(); coreAccessor.setViewport(camera->getViewport()); Matrix4 projMatrixCstm = camera->getProjectionMatrix(); Matrix4 viewMatrixCstm = camera->getViewMatrix(); Matrix4 viewProjMatrix = projMatrixCstm * viewMatrixCstm; Vector::type renderOperations; for(auto iter = allRenderables.begin(); iter != allRenderables.end(); ++iter) { UINT32 numOps = (*iter)->getNumRenderOperations(); for(UINT32 i = 0; i < numOps; i++) renderOperations.push_back((*iter)->getRenderOperation(i)); } // TODO - Do different things depending on render op settings for(auto& renderOp : renderOperations) { // 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?) renderOp.material->setMat4("matViewProjection", viewProjMatrix); } // TODO - Material queue is completely ignored Vector::type sortedROps = mRenderOpSorter->sort(camera, renderOperations, DepthSortOrder::FrontToBack, true); for(auto iter = sortedROps.begin(); iter != sortedROps.end(); ++iter) { const RenderOperation& renderOp = iter->baseOperation; HMaterial material = renderOp.material; PassPtr pass = material->getPass(iter->passIdx); pass->activate(coreAccessor); PassParametersPtr paramsPtr = material->getPassParameters(iter->passIdx); pass->bindParameters(coreAccessor, paramsPtr); coreAccessor.render(renderOp.meshData); } // Render overlays OverlayManager::instance().render(camera->getViewport(), coreAccessor); // Render GUI elements GUIManager::instance().render(camera->getViewport(), coreAccessor); } }