#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 "BsProfilerCPU.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 compatibile 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); } BansheeRenderer::~BansheeRenderer() { mRenderableRemovedConn.disconnect(); mCameraRemovedConn.disconnect(); } const String& BansheeRenderer::getName() const { static String name = "BansheeRenderer"; return name; } 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(mRenderTargets.begin(), mRenderTargets.end(), renderTarget); if (findIter != mRenderTargets.end()) { findIter->cameras.push_back(CameraData()); CameraData& camData = findIter->cameras.back(); camData.cameraProxy = proxy; camData.renderQueue = bs_shared_ptr(); } else { mRenderTargets.push_back(RenderTargetData()); RenderTargetData& renderTargetData = mRenderTargets.back(); renderTargetData.cameras.push_back(CameraData()); CameraData& camData = renderTargetData.cameras.back(); camData.cameraProxy = proxy; camData.renderQueue = bs_shared_ptr(); } // Sort everything based on priority auto cameraComparer = [&](const CameraData& a, const CameraData& b) { return a.cameraProxy->priority > b.cameraProxy->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(mRenderTargets.begin(), mRenderTargets.end(), 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; for (auto& renderable : allRenderables) { if (!renderable->_isCoreDirty()) { RenderableProxyPtr 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)); renderable->_markCoreClean(); dirtySceneObjects.push_back(renderable->SO()); } else if (!renderable->SO()->_isCoreDirty()) { RenderableProxyPtr proxy = renderable->_getActiveProxy(); assert(proxy != nullptr); gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::updateRenderableProxy, this, proxy, renderable->SO()->getWorldTfrm())); dirtySceneObjects.push_back(renderable->SO()); } } // 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 everything clean for (auto& dirtySO : dirtySceneObjects) { dirtySO->_markCoreClean(); } // Populate direct draw lists UINT32 idx = 0; for (auto& camera : allCameras) { DrawList drawList; // 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); RenderQueuePtr renderQueue = renderQueues[idx]; 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); } idx++; } gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::renderAllCore, this)); } void BansheeRenderer::renderAllCore() { THROW_IF_NOT_CORE_THREAD; // Render everything, target by target for (auto& renderTargetData : mRenderTargets) { RenderTargetPtr target = renderTargetData.target; Vector& cameraData = renderTargetData.cameras; RenderSystem::instance().beginFrame(); for(auto& data : cameraData) { Viewport& viewport = data.cameraProxy->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(*data.cameraProxy, data.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(); MeshPtr 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(); } }