#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 "CmRenderOperation.h" #include "CmDefaultRenderQueue.h" #include "BsOverlayManager.h" #include "BsDrawHelper2D.h" #include "BsDrawHelper3D.h" #include "BsGUIManager.h" #include "CmProfiler.h" using namespace CamelotFramework; namespace BansheeEngine { ForwardRenderer::ForwardRenderer() { mRenderQueue = cm_new(); } ForwardRenderer::~ForwardRenderer() { cm_delete(mRenderQueue); } const String& ForwardRenderer::getName() const { static String name = "ForwardRenderer"; return name; } void ForwardRenderer::renderAll() { gProfiler().beginSample("renderA"); gSceneManager().updateRenderableBounds(); 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); } gProfiler().endSample("renderA"); gProfiler().beginSample("renderB"); // Render everything, target by target for(auto& camerasPerTarget : camerasPerRenderTarget) { RenderTargetPtr target = camerasPerTarget.target; const Vector::type& cameras = camerasPerTarget.cameras; coreAccessor.beginRender(); for(auto& camera : cameras) { ViewportPtr viewport = camera->getViewport(); coreAccessor.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) coreAccessor.clearViewport(clearBuffers, viewport->getClearColor(), viewport->getClearDepthValue(), viewport->getClearStencilValue()); render(camera); } coreAccessor.endRender(); coreAccessor.swapBuffers(target); } gProfiler().endSample("renderB"); } void ForwardRenderer::render(const HCamera& camera) { gProfiler().beginSample("renderC"); 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; mRenderQueue->clear(); gProfiler().endSample("renderC"); gProfiler().beginSample("renderD"); // Get scene render operations for(auto iter = allRenderables.begin(); iter != allRenderables.end(); ++iter) { (*iter)->render(*mRenderQueue, viewProjMatrix); } gProfiler().endSample("renderD"); gProfiler().beginSample("renderE"); // Get GUI render operations GUIManager::instance().render(camera->getViewport(), *mRenderQueue); // Get overlay render operations OverlayManager::instance().render(camera->getViewport(), *mRenderQueue); // Get debug render operations DrawHelper3D::instance().render(camera, *mRenderQueue); DrawHelper2D::instance().render(camera, *mRenderQueue); gProfiler().endSample("renderE"); gProfiler().beginSample("renderF"); // Get any operations from hooked up callbacks const Viewport* viewportRawPtr = camera->getViewport().get(); auto callbacksForViewport = mRenderCallbacks[viewportRawPtr]; for(auto& callback : callbacksForViewport) callback(viewportRawPtr, *mRenderQueue); // TODO - Material queue is completely ignored mRenderQueue->sort(); const Vector::type& sortedROps = mRenderQueue->getSortedRenderOps(); gProfiler().endSample("renderF"); for(auto iter = sortedROps.begin(); iter != sortedROps.end(); ++iter) { gProfiler().beginSample("renderG"); const RenderOperation& renderOp = *iter->baseOperation; MaterialPtr material = renderOp.material; PassPtr pass = material->getPass(iter->passIdx); pass->activate(coreAccessor); gProfiler().endSample("renderG"); gProfiler().beginSample("renderH"); PassParametersPtr paramsPtr = material->getPassParameters(iter->passIdx); pass->bindParameters(coreAccessor, paramsPtr); gProfiler().endSample("renderH"); gProfiler().beginSample("renderI"); const SubMesh& subMesh = renderOp.mesh->getSubMesh(renderOp.submeshIdx); coreAccessor.render(renderOp.mesh, subMesh.indexOffset, subMesh.indexCount, true, subMesh.drawOp); gProfiler().endSample("renderI"); } } }