#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" #include "BsHardwareBufferManager.h" #include "BsGpuParamBlockBuffer.h" #include "BsShader.h" #include "BsShaderProxy.h" #include "BsBansheeLitTexRenderableHandler.h" #include "BsTime.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)); } BansheeRenderer::~BansheeRenderer() { mRenderableRemovedConn.disconnect(); mCameraRemovedConn.disconnect(); } const String& BansheeRenderer::getName() const { static String name = "BansheeRenderer"; return name; } void BansheeRenderer::_onActivated() { Renderer::_onActivated(); mLitTexHandler = bs_new(); } void BansheeRenderer::_onDeactivated() { Renderer::_onDeactivated(); if (mLitTexHandler != nullptr) bs_delete(mLitTexHandler); } 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->renderableType = proxy->renderableType; if (proxy->renderableType == RenType_LitTextured) element->handler = mLitTexHandler; else element->handler = nullptr; if (element->handler != nullptr) element->handler->initializeRenderElem(element); 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.target = renderTarget; 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() { 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 = renderable->_getActiveProxy(); if (renderable->_isCoreDirty()) { 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()) { 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)) { gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::updateMaterialProxy, this, proxy->renderableElements[i]->material, mat->_getDirtyProxyParams())); mat->_markCoreClean(MaterialDirtyFlag::Params); } } } } // 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); RenderQueuePtr renderQueue = bs_shared_ptr(); const Vector& drawOps = drawList->getDrawOperations(); for (auto& drawOp : drawOps) { if (drawOp.material->_isCoreDirty(MaterialDirtyFlag::Proxy)) { drawOp.material->_setActiveProxy(drawOp.material->_createProxy()); drawOp.material->_markCoreClean(MaterialDirtyFlag::Proxy); } if (drawOp.mesh->_isCoreDirty(MeshDirtyFlag::Proxy)) { drawOp.mesh->_setActiveProxy(drawOp.submeshIdx, drawOp.mesh->_createProxy(drawOp.submeshIdx)); drawOp.mesh->_markCoreClean(MeshDirtyFlag::Proxy); } MaterialProxyPtr materialProxy = drawOp.material->_getActiveProxy(); MeshProxyPtr meshProxy = drawOp.mesh->_getActiveProxy(drawOp.submeshIdx); renderQueue->add(materialProxy, meshProxy, drawOp.worldPosition); } gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::addToRenderQueue, this, camera->_getActiveProxy(), renderQueue)); } gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::renderAllCore, this, gTime().getTime())); } void BansheeRenderer::addToRenderQueue(CameraProxyPtr proxy, RenderQueuePtr renderQueue) { RenderQueuePtr cameraRenderQueue = proxy->renderQueue; const Vector& queueElements = renderQueue->getElements(); for (auto& queueElement : queueElements) { cameraRenderQueue->add(queueElement.material, queueElement.mesh, queueElement.worldPosition); } } void BansheeRenderer::updateMaterialProxy(MaterialProxyPtr proxy, Vector dirtyParams) { for (UINT32 i = 0; i < (UINT32)dirtyParams.size(); i++) proxy->params[dirtyParams[i].paramsIdx] = dirtyParams[i].params; for (auto& rendererBuffer : proxy->rendererBuffers) proxy->params[rendererBuffer.paramsIdx]->setParamBlockBuffer(rendererBuffer.slotIdx, rendererBuffer.buffer); } void BansheeRenderer::renderAllCore(float time) { THROW_IF_NOT_CORE_THREAD; // Update global hardware buffers mLitTexHandler->updateGlobalBuffers(time); // 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(); Matrix4 projMatrixCstm = cameraProxy.projMatrix; Matrix4 viewMatrixCstm = cameraProxy.viewMatrix; Matrix4 viewProjMatrix = projMatrixCstm * viewMatrixCstm; if (!cameraProxy.ignoreSceneRenderables) { // Update per-object param buffers and queue render elements for (auto& renderElem : mRenderableElements) { if (renderElem->handler != nullptr) renderElem->handler->bindPerObjectBuffers(renderElem); if (renderElem->renderableType == RenType_LitTextured) { Matrix4 worldViewProjMatrix = viewProjMatrix * mWorldTransforms[renderElem->id];; mLitTexHandler->updatePerObjectBuffers(renderElem, worldViewProjMatrix); } for (auto& param : renderElem->material->params) { param->updateHardwareBuffers(); } // Do frustum culling // TODO - This is bound to be a bottleneck at some point. When it is ensure that intersect // methods use vector operations, as it is trivial to update them. const Sphere& boundingSphere = mWorldBounds[renderElem->id].getSphere(); if (cameraProxy.frustum.intersects(boundingSphere)) { // More precise with the box const AABox& boundingBox = mWorldBounds[renderElem->id].getBox(); if (cameraProxy.frustum.intersects(boundingBox)) renderQueue->add(renderElem, boundingSphere.getCenter()); } } } renderQueue->sort(); const Vector& sortedRenderElements = renderQueue->getSortedElements(); for(auto iter = sortedRenderElements.begin(); iter != sortedRenderElements.end(); ++iter) { MaterialProxyPtr materialProxy = iter->material; setPass(materialProxy, iter->passIdx); draw(*iter->mesh); } renderQueue->clear(); } void BansheeRenderer::setPass(const MaterialProxyPtr& material, UINT32 passIdx) { THROW_IF_NOT_CORE_THREAD; RenderSystem& rs = RenderSystem::instance(); const MaterialProxyPass& pass = material->passes[passIdx]; if (pass.vertexProg) { rs.bindGpuProgram(pass.vertexProg); rs.bindGpuParams(GPT_VERTEX_PROGRAM, material->params[pass.vertexProgParamsIdx]); } else rs.unbindGpuProgram(GPT_VERTEX_PROGRAM); if (pass.fragmentProg) { rs.bindGpuProgram(pass.fragmentProg); rs.bindGpuParams(GPT_FRAGMENT_PROGRAM, material->params[pass.fragmentProgParamsIdx]); } else rs.unbindGpuProgram(GPT_FRAGMENT_PROGRAM); if (pass.geometryProg) { rs.bindGpuProgram(pass.geometryProg); rs.bindGpuParams(GPT_GEOMETRY_PROGRAM, material->params[pass.geometryProgParamsIdx]); } else rs.unbindGpuProgram(GPT_GEOMETRY_PROGRAM); if (pass.hullProg) { rs.bindGpuProgram(pass.hullProg); rs.bindGpuParams(GPT_HULL_PROGRAM, material->params[pass.hullProgParamsIdx]); } else rs.unbindGpuProgram(GPT_HULL_PROGRAM); if (pass.domainProg) { rs.bindGpuProgram(pass.domainProg); rs.bindGpuParams(GPT_DOMAIN_PROGRAM, material->params[pass.domainProgParamsIdx]); } else rs.unbindGpuProgram(GPT_DOMAIN_PROGRAM); if (pass.computeProg) { rs.bindGpuProgram(pass.computeProg); rs.bindGpuParams(GPT_COMPUTE_PROGRAM, material->params[pass.computeProgParamsIdx]); } 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 + mesh->_getIndexOffset(), indexCount, mesh->_getVertexOffset(), vertexData->vertexCount); mesh->_notifyUsedOnGPU(); } }