#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" using namespace CamelotFramework; namespace BansheeEngine { ForwardRenderer::ForwardRenderer() { } ForwardRenderer::~ForwardRenderer() { } const String& ForwardRenderer::getName() const { static String name = "ForwardRenderer"; return name; } void ForwardRenderer::renderAll() { 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(); 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.clear(target, clearBuffers, viewport->getClearColor(), viewport->getClearDepthValue(), viewport->getClearStencilValue(), viewport->getDimensions()); // Render scene render(camera); // Render overlays OverlayManager::instance().render(camera->getViewport(), coreAccessor); // Render GUI elements GUIManager::instance().render(camera->getViewport(), coreAccessor); } 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; // 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(coreAccessor); PassParametersPtr paramsPtr = material->getPassParameters(i); pass->bindParameters(coreAccessor, paramsPtr); coreAccessor.render(mesh->getRenderOperation()); } } // TODO - Sort renderables // Render them } }