#include "BsBansheeRenderer.h" #include "BsCamera.h" #include "BsSceneObject.h" #include "BsSceneManager.h" #include "BsRenderable.h" #include "BsMaterial.h" #include "BsMesh.h" #include "BsPass.h" #include "BsBlendState.h" #include "BsRasterizerState.h" #include "BsDepthStencilState.h" #include "BsCoreApplication.h" #include "BsViewport.h" #include "BsRenderTarget.h" #include "BsRenderQueue.h" #include "BsOverlayManager.h" #include "BsDrawHelper2D.h" #include "BsDrawHelper3D.h" #include "BsGUIManager.h" #include "BsCoreThread.h" #include "BsGpuParams.h" #include "BsProfilerCPU.h" #include "BsShader.h" #include "BsTechnique.h" #include "BsDrawList.h" using namespace std::placeholders; namespace BansheeEngine { BansheeRenderer::BansheeRenderer() { mRenderableRemovedConn = gBsSceneManager().onRenderableRemoved.connect(std::bind(&BansheeRenderer::renderableRemoved, this, _1)); mCameraRemovedConn = gBsSceneManager().onCameraRemoved.connect(std::bind(&BansheeRenderer::cameraRemoved, this, _1)); // Init compatible material params RendererMaterialParams dx9params("BansheeD3D9RenderSystem", RenType_UnlitUntextured); // TODO - In a perfect world I would get element size and offsets by creating a dummy version of the param block // and reading the values. dx9params.addDataParam(RPS_WorldViewProjTfrm, GPT_VERTEX_PROGRAM, GPDT_MATRIX_4X4, sizeof(Matrix4), 0, 0, RP_AnyPass, RBS_PerObject); mRenderableMaterialParams.insert(dx9params); // Init default shaders mLitTexturedData.defaultShader = getDefaultShader(RenType_LitTextured); TechniquePtr defaultTechnique = mLitTexturedData.defaultShader->getBestTechnique(); PassPtr defaultPass = defaultTechnique->getPass(0); const GpuParamDesc& vertParamDesc = defaultPass->getVertexProgram()->getParamDesc(); const GpuParamDesc& fragParamDesc = defaultPass->getFragmentProgram()->getParamDesc(); const Map& dataParams = mLitTexturedData.defaultShader->_getDataParams(); for (auto& param : dataParams) { if (param.second.rendererSemantic == BRPS_LightDir) { auto iterFind = fragParamDesc.params.find(param.second.gpuVariableName); if (iterFind == fragParamDesc.params.end()) BS_EXCEPT(InternalErrorException, "Invalid default shader."); mLitTexturedData.lightDirParamDesc = iterFind->second; } else if (param.second.rendererSemantic == BRPS_Time) { auto iterFind = vertParamDesc.params.find(param.second.gpuVariableName); if (iterFind == vertParamDesc.params.end()) BS_EXCEPT(InternalErrorException, "Invalid default shader."); mLitTexturedData.timeParamDesc = iterFind->second; } else if (param.second.rendererSemantic == RPS_WorldViewProjTfrm) { auto iterFind = vertParamDesc.params.find(param.second.gpuVariableName); if (iterFind == vertParamDesc.params.end()) BS_EXCEPT(InternalErrorException, "Invalid default shader."); mLitTexturedData.wvpParamDesc = iterFind->second; } } const Map& paramBlocks = mLitTexturedData.defaultShader->_getParamBlocks(); for (auto& block : paramBlocks) { if (block.second.rendererSemantic == RBS_Occassional) { auto iterFind = vertParamDesc.paramBlocks.find(block.second.name); if (iterFind == vertParamDesc.paramBlocks.end()) BS_EXCEPT(InternalErrorException, "Invalid default shader."); mLitTexturedData.staticParamBlockDesc = iterFind->second; } else if (block.second.rendererSemantic == RBS_PerFrame) { auto iterFind = fragParamDesc.paramBlocks.find(block.second.name); if (iterFind == fragParamDesc.paramBlocks.end()) BS_EXCEPT(InternalErrorException, "Invalid default shader."); mLitTexturedData.perFrameParamBlockDesc = iterFind->second; } else if (block.second.rendererSemantic == RBS_PerObject) { auto iterFind = vertParamDesc.paramBlocks.find(block.second.name); if (iterFind == vertParamDesc.paramBlocks.end()) BS_EXCEPT(InternalErrorException, "Invalid default shader."); mLitTexturedData.perObjectParamBlockDesc = iterFind->second; } } } BansheeRenderer::~BansheeRenderer() { mRenderableRemovedConn.disconnect(); mCameraRemovedConn.disconnect(); } const String& BansheeRenderer::getName() const { static String name = "BansheeRenderer"; return name; } ShaderPtr BansheeRenderer::getDefaultShader(RenderableType type) const { return nullptr; } void BansheeRenderer::addRenderableProxy(RenderableProxyPtr proxy) { for (auto& element : proxy->renderableElements) { mRenderableElements.push_back(element); mWorldTransforms.push_back(element->worldTransform); mWorldBounds.push_back(element->calculateWorldBounds()); element->id = (UINT32)(mRenderableElements.size() - 1); } } void BansheeRenderer::removeRenderableProxy(RenderableProxyPtr proxy) { for (auto& element : proxy->renderableElements) { assert(mRenderableElements.size() > element->id && element->id >= 0); if (mRenderableElements.size() == 0) mRenderableElements.erase(mRenderableElements.begin()); else { std::swap(mRenderableElements[element->id], mRenderableElements.back()); mRenderableElements.erase(mRenderableElements.end() - 1); mRenderableElements[element->id]->id = element->id; } } } void BansheeRenderer::updateRenderableProxy(RenderableProxyPtr proxy, Matrix4 localToWorld) { for (auto& element : proxy->renderableElements) { element->worldTransform = localToWorld; mWorldTransforms[element->id] = localToWorld; mWorldBounds[element->id] = element->calculateWorldBounds(); } } void BansheeRenderer::addCameraProxy(CameraProxyPtr proxy) { RenderTargetPtr renderTarget = proxy->viewport.getTarget(); auto findIter = std::find_if(mRenderTargets.begin(), mRenderTargets.end(), [&](const RenderTargetData& x) { return x.target == renderTarget; }); if (findIter != mRenderTargets.end()) { proxy->renderQueue = bs_shared_ptr(); findIter->cameras.push_back(proxy); } else { mRenderTargets.push_back(RenderTargetData()); RenderTargetData& renderTargetData = mRenderTargets.back(); proxy->renderQueue = bs_shared_ptr(); renderTargetData.cameras.push_back(proxy); } // Sort everything based on priority auto cameraComparer = [&](const CameraProxyPtr& a, const CameraProxyPtr& b) { return a->priority > b->priority; }; auto renderTargetInfoComparer = [&](const RenderTargetData& a, const RenderTargetData& b) { return a.target->getPriority() > b.target->getPriority(); }; std::sort(begin(mRenderTargets), end(mRenderTargets), renderTargetInfoComparer); for (auto& camerasPerTarget : mRenderTargets) { Vector& cameras = camerasPerTarget.cameras; std::sort(begin(cameras), end(cameras), cameraComparer); } } void BansheeRenderer::removeCameraProxy(CameraProxyPtr proxy) { RenderTargetPtr renderTarget = proxy->viewport.getTarget(); auto findIter = std::find_if(mRenderTargets.begin(), mRenderTargets.end(), [&](const RenderTargetData& x) { return x.target == renderTarget; }); if (findIter != mRenderTargets.end()) { auto findIter2 = std::find(findIter->cameras.begin(), findIter->cameras.end(), proxy); if (findIter2 != findIter->cameras.end()) { findIter->cameras.erase(findIter2); } if (findIter->cameras.size() == 0) mRenderTargets.erase(findIter); } } void BansheeRenderer::updateCameraProxy(CameraProxyPtr proxy, Matrix4 viewMatrix) { proxy->viewMatrix = viewMatrix; } void BansheeRenderer::renderableRemoved(const HRenderable& renderable) { if (renderable->_getActiveProxy() != nullptr) { mDeletedRenderableProxies.push_back(renderable->_getActiveProxy()); } } void BansheeRenderer::cameraRemoved(const HCamera& camera) { if (camera->_getActiveProxy() != nullptr) { mDeletedCameraProxies.push_back(camera->_getActiveProxy()); } } void BansheeRenderer::renderAll() { gProfilerCPU().beginSample("renderA"); gBsSceneManager().updateRenderableTransforms(); // Remove proxies from deleted Renderables for (auto& proxy : mDeletedRenderableProxies) { if (proxy != nullptr) gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeRenderableProxy, this, proxy)); } // Add or update Renderable proxies const Vector& allRenderables = gBsSceneManager().getAllRenderables(); Vector dirtySceneObjects; Vector dirtyRenderables; for (auto& renderable : allRenderables) { bool addedNewProxy = false; RenderableProxyPtr proxy; if (!renderable->_isCoreDirty()) { proxy = renderable->_getActiveProxy(); if (proxy != nullptr) gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeRenderableProxy, this, proxy)); proxy = renderable->_createProxy(); renderable->_setActiveProxy(proxy); gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::addRenderableProxy, this, proxy)); dirtyRenderables.push_back(renderable); dirtySceneObjects.push_back(renderable->SO()); addedNewProxy = true; } else if (!renderable->SO()->_isCoreDirty()) { proxy = renderable->_getActiveProxy(); assert(proxy != nullptr); gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::updateRenderableProxy, this, proxy, renderable->SO()->getWorldTfrm())); dirtySceneObjects.push_back(renderable->SO()); } if (!addedNewProxy) { for (UINT32 i = 0; i < (UINT32)proxy->renderableElements.size(); i++) { HMaterial mat = renderable->getMaterial(i); if (mat != nullptr && mat.isLoaded() && mat->_isCoreDirty(MaterialDirtyFlag::Params)) { Vector dirtyPassParams; for (UINT32 j = 0; j < mat->getNumPasses(); j++) { PassParametersPtr passParams = mat->getPassParameters(j); PassParameters dirtyParams; for (UINT32 k = 0; k < passParams->getNumParams(); k++) { GpuParamsPtr params = passParams->getParamByIdx(k); if (params != nullptr && params->_isCoreDirty()) { dirtyParams.setParamByIdx(k, params->cloneForCore()); params->_markCoreClean(); } } dirtyPassParams.push_back(dirtyParams); } gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::updateMaterialProxy, this, proxy->renderableElements[i]->material, dirtyPassParams)); } } } } // Mark all renderables as clean (needs to be done after all proxies are updated as // this will also clean materials & meshes which may be shared, so we don't want to clean them // too early. for (auto& renderable : dirtyRenderables) { renderable->_markCoreClean(); } // Remove proxies from deleted Cameras for (auto& proxy : mDeletedCameraProxies) { if (proxy != nullptr) gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeCameraProxy, this, proxy)); } // Add or update Camera proxies const Vector& allCameras = gBsSceneManager().getAllCameras(); for (auto& camera : allCameras) { if (!camera->_isCoreDirty()) { CameraProxyPtr proxy = camera->_getActiveProxy(); if (proxy != nullptr) gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeCameraProxy, this, proxy)); proxy = camera->_createProxy(); camera->_setActiveProxy(proxy); gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::addCameraProxy, this, proxy)); camera->_markCoreClean(); dirtySceneObjects.push_back(camera->SO()); } else if (!camera->SO()->_isCoreDirty()) { CameraProxyPtr proxy = camera->_getActiveProxy(); assert(proxy != nullptr); gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::updateCameraProxy, this, proxy, camera->getViewMatrix())); dirtySceneObjects.push_back(camera->SO()); } } // Mark scene objects clean for (auto& dirtySO : dirtySceneObjects) { dirtySO->_markCoreClean(); } // Populate direct draw lists for (auto& camera : allCameras) { DrawListPtr drawList = bs_shared_ptr(); // Get GUI render operations GUIManager::instance().render(camera->getViewport(), *drawList); // Get overlay render operations OverlayManager::instance().render(camera->getViewport(), *drawList); // Get debug render operations DrawHelper3D::instance().render(camera, *drawList); DrawHelper2D::instance().render(camera, *drawList); // Get any operations from hooked up callbacks const Viewport* viewportRawPtr = camera->getViewport().get(); auto callbacksForViewport = mRenderCallbacks[viewportRawPtr]; for (auto& callback : callbacksForViewport) callback(viewportRawPtr, *drawList); gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::setDrawList, this, camera->_getActiveProxy(), drawList)); } gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::renderAllCore, this)); } void BansheeRenderer::setDrawList(CameraProxyPtr proxy, DrawListPtr drawList) { RenderQueuePtr renderQueue = proxy->renderQueue; const Vector& drawOps = drawList->getDrawOperations(); for (auto& drawOp : drawOps) { // TODO - Will I need to check if materials match renderer? renderQueue->add(drawOp.material->_createProxy(), drawOp.mesh->_createProxy(drawOp.submeshIdx), drawOp.worldPosition); } } void BansheeRenderer::updateMaterialProxy(MaterialProxyPtr proxy, Vector dirtyPassParams) { assert(proxy->passes.size() == dirtyPassParams.size()); for (UINT32 i = 0; i < (UINT32)proxy->passes.size(); i++) { PassParameters& dirtyParams = dirtyPassParams[i]; if (dirtyParams.mVertParams != nullptr) proxy->passes[i].vertexProgParams = dirtyParams.mVertParams; if (dirtyParams.mFragParams != nullptr) proxy->passes[i].fragmentProgParams = dirtyParams.mFragParams; if (dirtyParams.mGeomParams != nullptr) proxy->passes[i].geometryProgParams = dirtyParams.mGeomParams; if (dirtyParams.mHullParams != nullptr) proxy->passes[i].hullProgParams = dirtyParams.mHullParams; if (dirtyParams.mDomainParams != nullptr) proxy->passes[i].domainProgParams = dirtyParams.mDomainParams; if (dirtyParams.mComputeParams != nullptr) proxy->passes[i].computeProgParams = dirtyParams.mComputeParams; } } void BansheeRenderer::renderAllCore() { THROW_IF_NOT_CORE_THREAD; // TODO: Perform hardware buffer updates // For each render type // - Update static and per-frame gpu buffers update it with new data // e.g. write lightDir parameter to static buffer and write time parameter to per-frame buffer // (I will also likely need per-camera buffers later) // - Go through all RenderableProxies and get their per-object buffers, update them with per-object data // - Call updateHardwareBuffers() on all params // - Ensure that when MaterialProxy is added/updated I properly create per-object buffers and hook up // buffers // Render everything, target by target for (auto& renderTargetData : mRenderTargets) { RenderTargetPtr target = renderTargetData.target; Vector& cameras = renderTargetData.cameras; RenderSystem::instance().beginFrame(); for(auto& camera : cameras) { Viewport& viewport = camera->viewport; RenderSystem::instance().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) RenderSystem::instance().clearViewport(clearBuffers, viewport.getClearColor(), viewport.getClearDepthValue(), viewport.getClearStencilValue()); render(*camera, camera->renderQueue); } RenderSystem::instance().endFrame(); RenderSystem::instance().swapBuffers(target); } } void BansheeRenderer::render(const CameraProxy& cameraProxy, const RenderQueuePtr& renderQueue) { THROW_IF_NOT_CORE_THREAD; RenderSystem& rs = RenderSystem::instance(); if (!cameraProxy.ignoreSceneRenderables) { // TODO - Do frustum culling for (auto& renderableProxy : mRenderableElements) { // TODO - Apply world-view-proj matrix renderQueue->add(renderableProxy->material, renderableProxy->mesh, mWorldBounds[renderableProxy->id].getSphere().getCenter()); } } Matrix4 projMatrixCstm = cameraProxy.projMatrix; Matrix4 viewMatrixCstm = cameraProxy.viewMatrix; Matrix4 viewProjMatrix = projMatrixCstm * viewMatrixCstm; renderQueue->sort(); const Vector& sortedRenderElements = renderQueue->getSortedElements(); for(auto iter = sortedRenderElements.begin(); iter != sortedRenderElements.end(); ++iter) { MaterialProxyPtr materialProxy = iter->material; setPass(materialProxy->passes[iter->passIdx]); draw(*iter->mesh); } } void BansheeRenderer::setPass(const MaterialProxyPass& pass) { THROW_IF_NOT_CORE_THREAD; RenderSystem& rs = RenderSystem::instance(); if (pass.vertexProg) { rs.bindGpuProgram(pass.vertexProg); rs.bindGpuParams(GPT_VERTEX_PROGRAM, pass.vertexProgParams); } else rs.unbindGpuProgram(GPT_VERTEX_PROGRAM); if (pass.fragmentProg) { rs.bindGpuProgram(pass.fragmentProg); rs.bindGpuParams(GPT_FRAGMENT_PROGRAM, pass.geometryProgParams); } else rs.unbindGpuProgram(GPT_FRAGMENT_PROGRAM); if (pass.geometryProg) { rs.bindGpuProgram(pass.geometryProg); rs.bindGpuParams(GPT_GEOMETRY_PROGRAM, pass.geometryProgParams); } else rs.unbindGpuProgram(GPT_GEOMETRY_PROGRAM); if (pass.hullProg) { rs.bindGpuProgram(pass.hullProg); rs.bindGpuParams(GPT_HULL_PROGRAM, pass.hullProgParams); } else rs.unbindGpuProgram(GPT_HULL_PROGRAM); if (pass.domainProg) { rs.bindGpuProgram(pass.domainProg); rs.bindGpuParams(GPT_DOMAIN_PROGRAM, pass.domainProgParams); } else rs.unbindGpuProgram(GPT_DOMAIN_PROGRAM); if (pass.computeProg) { rs.bindGpuProgram(pass.computeProg); rs.bindGpuParams(GPT_COMPUTE_PROGRAM, pass.computeProgParams); } else rs.unbindGpuProgram(GPT_COMPUTE_PROGRAM); // TODO - Try to limit amount of state changes, if previous state is already the same // Set up non-texture related pass settings if (pass.blendState != nullptr) rs.setBlendState(pass.blendState.getInternalPtr()); else rs.setBlendState(BlendState::getDefault()); if (pass.depthStencilState != nullptr) rs.setDepthStencilState(pass.depthStencilState.getInternalPtr(), pass.stencilRefValue); else rs.setDepthStencilState(DepthStencilState::getDefault(), pass.stencilRefValue); if (pass.rasterizerState != nullptr) rs.setRasterizerState(pass.rasterizerState.getInternalPtr()); else rs.setRasterizerState(RasterizerState::getDefault()); } void BansheeRenderer::draw(const MeshProxy& meshProxy) { THROW_IF_NOT_CORE_THREAD; RenderSystem& rs = RenderSystem::instance(); MeshBasePtr mesh = meshProxy.mesh; std::shared_ptr vertexData = mesh->_getVertexData(); rs.setVertexDeclaration(vertexData->vertexDeclaration); auto vertexBuffers = vertexData->getBuffers(); if (vertexBuffers.size() > 0) { VertexBufferPtr buffers[MAX_BOUND_VERTEX_BUFFERS]; UINT32 endSlot = 0; UINT32 startSlot = MAX_BOUND_VERTEX_BUFFERS; for (auto iter = vertexBuffers.begin(); iter != vertexBuffers.end(); ++iter) { if (iter->first >= MAX_BOUND_VERTEX_BUFFERS) BS_EXCEPT(InvalidParametersException, "Buffer index out of range"); startSlot = std::min(iter->first, startSlot); endSlot = std::max(iter->first, endSlot); } for (auto iter = vertexBuffers.begin(); iter != vertexBuffers.end(); ++iter) { buffers[iter->first - startSlot] = iter->second; } rs.setVertexBuffers(startSlot, buffers, endSlot - startSlot + 1); } SubMesh subMesh = meshProxy.subMesh; rs.setDrawOperation(subMesh.drawOp); IndexBufferPtr indexBuffer = mesh->_getIndexBuffer(); UINT32 indexCount = subMesh.indexCount; if (indexCount == 0) indexCount = indexBuffer->getNumIndices(); rs.setIndexBuffer(indexBuffer); rs.drawIndexed(subMesh.indexOffset, indexCount, mesh->_getVertexOffset(), vertexData->vertexCount); mesh->_notifyUsedOnGPU(); } }