#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(); // Find all unique render targets UnorderedSet::type renderTargets; for(auto& camera : allCameras) { RenderTargetPtr target = camera->getViewport()->getTarget(); auto findIter = renderTargets.find(target); if(findIter == renderTargets.end()) { renderTargets.insert(target); } } // Clear all targets for(auto& target : renderTargets) coreAccessor.clear(target, FBT_COLOR | FBT_DEPTH, Color::Blue); coreAccessor.beginFrame(); // TODO - Attempt to render all different elements in such a way that there is only 1 render target switch per render target // Render all cameras for(auto& camera : allCameras) render(camera); // Render overlays for all targets for(auto& camera : allCameras) OverlayManager::instance().render(camera->getViewport(), coreAccessor); // Render all GUI elements for(auto& camera : allCameras) GUIManager::instance().render(camera->getViewport(), coreAccessor); coreAccessor.endFrame(); // Swap all targets for(auto& target : renderTargets) 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 } }