BsBansheeRenderer.cpp 18 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594
  1. #include "BsBansheeRenderer.h"
  2. #include "BsCamera.h"
  3. #include "BsSceneObject.h"
  4. #include "BsSceneManager.h"
  5. #include "BsRenderable.h"
  6. #include "BsMaterial.h"
  7. #include "BsMesh.h"
  8. #include "BsPass.h"
  9. #include "BsBlendState.h"
  10. #include "BsRasterizerState.h"
  11. #include "BsDepthStencilState.h"
  12. #include "BsCoreApplication.h"
  13. #include "BsViewport.h"
  14. #include "BsRenderTarget.h"
  15. #include "BsRenderQueue.h"
  16. #include "BsOverlayManager.h"
  17. #include "BsDrawHelper2D.h"
  18. #include "BsDrawHelper3D.h"
  19. #include "BsGUIManager.h"
  20. #include "BsCoreThread.h"
  21. #include "BsGpuParams.h"
  22. #include "BsProfilerCPU.h"
  23. #include "BsShader.h"
  24. #include "BsTechnique.h"
  25. #include "BsDrawList.h"
  26. #include "BsHardwareBufferManager.h"
  27. #include "BsGpuParamBlockBuffer.h"
  28. #include "BsShader.h"
  29. #include "BsShaderProxy.h"
  30. #include "BsBansheeLitTexRenderableHandler.h"
  31. #include "BsTime.h"
  32. using namespace std::placeholders;
  33. namespace BansheeEngine
  34. {
  35. BansheeRenderer::BansheeRenderer()
  36. {
  37. mRenderableRemovedConn = gBsSceneManager().onRenderableRemoved.connect(std::bind(&BansheeRenderer::renderableRemoved, this, _1));
  38. mCameraRemovedConn = gBsSceneManager().onCameraRemoved.connect(std::bind(&BansheeRenderer::cameraRemoved, this, _1));
  39. }
  40. BansheeRenderer::~BansheeRenderer()
  41. {
  42. mRenderableRemovedConn.disconnect();
  43. mCameraRemovedConn.disconnect();
  44. }
  45. const String& BansheeRenderer::getName() const
  46. {
  47. static String name = "BansheeRenderer";
  48. return name;
  49. }
  50. void BansheeRenderer::_onActivated()
  51. {
  52. Renderer::_onActivated();
  53. mLitTexHandler = bs_new<LitTexRenderableHandler>();
  54. }
  55. void BansheeRenderer::_onDeactivated()
  56. {
  57. Renderer::_onDeactivated();
  58. if (mLitTexHandler != nullptr)
  59. bs_delete(mLitTexHandler);
  60. }
  61. void BansheeRenderer::addRenderableProxy(RenderableProxyPtr proxy)
  62. {
  63. for (auto& element : proxy->renderableElements)
  64. {
  65. mRenderableElements.push_back(element);
  66. mWorldTransforms.push_back(element->worldTransform);
  67. mWorldBounds.push_back(element->calculateWorldBounds());
  68. element->id = (UINT32)(mRenderableElements.size() - 1);
  69. }
  70. // Find and set up renderer buffers and parameters
  71. static auto paramsMatch = [](const GpuParamDataDesc& a, const GpuParamDataDesc& b)
  72. {
  73. return a.gpuMemOffset == b.gpuMemOffset && a.elementSize == b.elementSize &&
  74. a.arraySize == b.arraySize && a.arrayElementStride == b.arrayElementStride;
  75. };
  76. if (proxy->renderableType == RenType_LitTextured)
  77. proxy->handler = mLitTexHandler;
  78. else
  79. proxy->handler = nullptr;
  80. if (proxy->handler != nullptr)
  81. proxy->handler->initializeProxy(proxy);
  82. }
  83. void BansheeRenderer::removeRenderableProxy(RenderableProxyPtr proxy)
  84. {
  85. for (auto& element : proxy->renderableElements)
  86. {
  87. assert(mRenderableElements.size() > element->id && element->id >= 0);
  88. if (mRenderableElements.size() == 0)
  89. mRenderableElements.erase(mRenderableElements.begin());
  90. else
  91. {
  92. std::swap(mRenderableElements[element->id], mRenderableElements.back());
  93. mRenderableElements.erase(mRenderableElements.end() - 1);
  94. mRenderableElements[element->id]->id = element->id;
  95. }
  96. }
  97. }
  98. void BansheeRenderer::updateRenderableProxy(RenderableProxyPtr proxy, Matrix4 localToWorld)
  99. {
  100. for (auto& element : proxy->renderableElements)
  101. {
  102. element->worldTransform = localToWorld;
  103. mWorldTransforms[element->id] = localToWorld;
  104. mWorldBounds[element->id] = element->calculateWorldBounds();
  105. }
  106. }
  107. void BansheeRenderer::addCameraProxy(CameraProxyPtr proxy)
  108. {
  109. RenderTargetPtr renderTarget = proxy->viewport.getTarget();
  110. auto findIter = std::find_if(mRenderTargets.begin(), mRenderTargets.end(), [&](const RenderTargetData& x) { return x.target == renderTarget; });
  111. if (findIter != mRenderTargets.end())
  112. {
  113. proxy->renderQueue = bs_shared_ptr<RenderQueue>();
  114. findIter->cameras.push_back(proxy);
  115. }
  116. else
  117. {
  118. mRenderTargets.push_back(RenderTargetData());
  119. RenderTargetData& renderTargetData = mRenderTargets.back();
  120. proxy->renderQueue = bs_shared_ptr<RenderQueue>();
  121. renderTargetData.target = renderTarget;
  122. renderTargetData.cameras.push_back(proxy);
  123. }
  124. // Sort everything based on priority
  125. auto cameraComparer = [&](const CameraProxyPtr& a, const CameraProxyPtr& b) { return a->priority > b->priority; };
  126. auto renderTargetInfoComparer = [&](const RenderTargetData& a, const RenderTargetData& b) { return a.target->getPriority() > b.target->getPriority(); };
  127. std::sort(begin(mRenderTargets), end(mRenderTargets), renderTargetInfoComparer);
  128. for (auto& camerasPerTarget : mRenderTargets)
  129. {
  130. Vector<CameraProxyPtr>& cameras = camerasPerTarget.cameras;
  131. std::sort(begin(cameras), end(cameras), cameraComparer);
  132. }
  133. }
  134. void BansheeRenderer::removeCameraProxy(CameraProxyPtr proxy)
  135. {
  136. RenderTargetPtr renderTarget = proxy->viewport.getTarget();
  137. auto findIter = std::find_if(mRenderTargets.begin(), mRenderTargets.end(), [&](const RenderTargetData& x) { return x.target == renderTarget; });
  138. if (findIter != mRenderTargets.end())
  139. {
  140. auto findIter2 = std::find(findIter->cameras.begin(), findIter->cameras.end(), proxy);
  141. if (findIter2 != findIter->cameras.end())
  142. {
  143. findIter->cameras.erase(findIter2);
  144. }
  145. if (findIter->cameras.size() == 0)
  146. mRenderTargets.erase(findIter);
  147. }
  148. }
  149. void BansheeRenderer::updateCameraProxy(CameraProxyPtr proxy, Matrix4 viewMatrix)
  150. {
  151. proxy->viewMatrix = viewMatrix;
  152. }
  153. void BansheeRenderer::renderableRemoved(const HRenderable& renderable)
  154. {
  155. if (renderable->_getActiveProxy() != nullptr)
  156. {
  157. mDeletedRenderableProxies.push_back(renderable->_getActiveProxy());
  158. }
  159. }
  160. void BansheeRenderer::cameraRemoved(const HCamera& camera)
  161. {
  162. if (camera->_getActiveProxy() != nullptr)
  163. {
  164. mDeletedCameraProxies.push_back(camera->_getActiveProxy());
  165. }
  166. }
  167. void BansheeRenderer::renderAll()
  168. {
  169. gBsSceneManager().updateRenderableTransforms();
  170. // Remove proxies from deleted Renderables
  171. for (auto& proxy : mDeletedRenderableProxies)
  172. {
  173. if (proxy != nullptr)
  174. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeRenderableProxy, this, proxy));
  175. }
  176. // Add or update Renderable proxies
  177. const Vector<HRenderable>& allRenderables = gBsSceneManager().getAllRenderables();
  178. Vector<HSceneObject> dirtySceneObjects;
  179. Vector<HRenderable> dirtyRenderables;
  180. for (auto& renderable : allRenderables)
  181. {
  182. bool addedNewProxy = false;
  183. RenderableProxyPtr proxy = renderable->_getActiveProxy();
  184. if (renderable->_isCoreDirty())
  185. {
  186. if (proxy != nullptr)
  187. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeRenderableProxy, this, proxy));
  188. proxy = renderable->_createProxy();
  189. renderable->_setActiveProxy(proxy);
  190. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::addRenderableProxy, this, proxy));
  191. dirtyRenderables.push_back(renderable);
  192. dirtySceneObjects.push_back(renderable->SO());
  193. addedNewProxy = true;
  194. }
  195. else if (renderable->SO()->_isCoreDirty())
  196. {
  197. assert(proxy != nullptr);
  198. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::updateRenderableProxy, this, proxy, renderable->SO()->getWorldTfrm()));
  199. dirtySceneObjects.push_back(renderable->SO());
  200. }
  201. if (!addedNewProxy)
  202. {
  203. for (UINT32 i = 0; i < (UINT32)proxy->renderableElements.size(); i++)
  204. {
  205. HMaterial mat = renderable->getMaterial(i);
  206. if (mat != nullptr && mat.isLoaded() && mat->_isCoreDirty(MaterialDirtyFlag::Params))
  207. {
  208. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::updateMaterialProxy, this, proxy->renderableElements[i]->material, mat->_getDirtyProxyParams()));
  209. mat->_markCoreClean(MaterialDirtyFlag::Params);
  210. }
  211. }
  212. }
  213. }
  214. // Mark all renderables as clean (needs to be done after all proxies are updated as
  215. // this will also clean materials & meshes which may be shared, so we don't want to clean them
  216. // too early.
  217. for (auto& renderable : dirtyRenderables)
  218. {
  219. renderable->_markCoreClean();
  220. }
  221. // Remove proxies from deleted Cameras
  222. for (auto& proxy : mDeletedCameraProxies)
  223. {
  224. if (proxy != nullptr)
  225. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeCameraProxy, this, proxy));
  226. }
  227. // Add or update Camera proxies
  228. const Vector<HCamera>& allCameras = gBsSceneManager().getAllCameras();
  229. for (auto& camera : allCameras)
  230. {
  231. if (camera->_isCoreDirty())
  232. {
  233. CameraProxyPtr proxy = camera->_getActiveProxy();
  234. if (proxy != nullptr)
  235. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeCameraProxy, this, proxy));
  236. proxy = camera->_createProxy();
  237. camera->_setActiveProxy(proxy);
  238. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::addCameraProxy, this, proxy));
  239. camera->_markCoreClean();
  240. dirtySceneObjects.push_back(camera->SO());
  241. }
  242. else if (camera->SO()->_isCoreDirty())
  243. {
  244. CameraProxyPtr proxy = camera->_getActiveProxy();
  245. assert(proxy != nullptr);
  246. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::updateCameraProxy, this, proxy, camera->getViewMatrix()));
  247. dirtySceneObjects.push_back(camera->SO());
  248. }
  249. }
  250. // Mark scene objects clean
  251. for (auto& dirtySO : dirtySceneObjects)
  252. {
  253. dirtySO->_markCoreClean();
  254. }
  255. // Populate direct draw lists
  256. for (auto& camera : allCameras)
  257. {
  258. DrawListPtr drawList = bs_shared_ptr<DrawList>();
  259. // Get GUI render operations
  260. GUIManager::instance().render(camera->getViewport(), *drawList);
  261. // Get overlay render operations
  262. OverlayManager::instance().render(camera->getViewport(), *drawList);
  263. // Get debug render operations
  264. DrawHelper3D::instance().render(camera, *drawList);
  265. DrawHelper2D::instance().render(camera, *drawList);
  266. // Get any operations from hooked up callbacks
  267. const Viewport* viewportRawPtr = camera->getViewport().get();
  268. auto callbacksForViewport = mRenderCallbacks[viewportRawPtr];
  269. for (auto& callback : callbacksForViewport)
  270. callback(viewportRawPtr, *drawList);
  271. RenderQueuePtr renderQueue = bs_shared_ptr<RenderQueue>();
  272. const Vector<DrawOperation>& drawOps = drawList->getDrawOperations();
  273. for (auto& drawOp : drawOps)
  274. {
  275. if (drawOp.material->_isCoreDirty(MaterialDirtyFlag::Proxy))
  276. {
  277. drawOp.material->_setActiveProxy(drawOp.material->_createProxy());
  278. drawOp.material->_markCoreClean(MaterialDirtyFlag::Proxy);
  279. }
  280. if (drawOp.mesh->_isCoreDirty(MeshDirtyFlag::Proxy))
  281. {
  282. drawOp.mesh->_setActiveProxy(drawOp.submeshIdx, drawOp.mesh->_createProxy(drawOp.submeshIdx));
  283. drawOp.mesh->_markCoreClean(MeshDirtyFlag::Proxy);
  284. }
  285. MaterialProxyPtr materialProxy = drawOp.material->_getActiveProxy();
  286. MeshProxyPtr meshProxy = drawOp.mesh->_getActiveProxy(drawOp.submeshIdx);
  287. renderQueue->add(materialProxy, meshProxy, drawOp.worldPosition);
  288. }
  289. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::addToRenderQueue, this, camera->_getActiveProxy(), renderQueue));
  290. }
  291. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::renderAllCore, this, gTime().getTime()));
  292. }
  293. void BansheeRenderer::addToRenderQueue(CameraProxyPtr proxy, RenderQueuePtr renderQueue)
  294. {
  295. RenderQueuePtr cameraRenderQueue = proxy->renderQueue;
  296. const Vector<RenderQueueElement>& queueElements = renderQueue->getElements();
  297. for (auto& queueElement : queueElements)
  298. {
  299. cameraRenderQueue->add(queueElement.material, queueElement.mesh, queueElement.worldPosition);
  300. }
  301. }
  302. void BansheeRenderer::updateMaterialProxy(MaterialProxyPtr proxy, Vector<MaterialProxy::ParamsBindInfo> dirtyParams)
  303. {
  304. for (UINT32 i = 0; i < (UINT32)dirtyParams.size(); i++)
  305. proxy->params[dirtyParams[i].paramsIdx] = dirtyParams[i].params;
  306. for (auto& rendererBuffer : proxy->rendererBuffers)
  307. proxy->params[rendererBuffer.paramsIdx]->setParamBlockBuffer(rendererBuffer.slotIdx, rendererBuffer.buffer);
  308. }
  309. void BansheeRenderer::renderAllCore(float time)
  310. {
  311. THROW_IF_NOT_CORE_THREAD;
  312. // Update global hardware buffers
  313. mLitTexHandler->updateGlobalBuffers(time);
  314. // Render everything, target by target
  315. for (auto& renderTargetData : mRenderTargets)
  316. {
  317. RenderTargetPtr target = renderTargetData.target;
  318. Vector<CameraProxyPtr>& cameras = renderTargetData.cameras;
  319. RenderSystem::instance().beginFrame();
  320. for(auto& camera : cameras)
  321. {
  322. Viewport& viewport = camera->viewport;
  323. RenderSystem::instance().setViewport(viewport);
  324. UINT32 clearBuffers = 0;
  325. if(viewport.getRequiresColorClear())
  326. clearBuffers |= FBT_COLOR;
  327. if(viewport.getRequiresDepthClear())
  328. clearBuffers |= FBT_DEPTH;
  329. if(viewport.getRequiresStencilClear())
  330. clearBuffers |= FBT_STENCIL;
  331. if(clearBuffers != 0)
  332. RenderSystem::instance().clearViewport(clearBuffers, viewport.getClearColor(), viewport.getClearDepthValue(), viewport.getClearStencilValue());
  333. render(*camera, camera->renderQueue);
  334. }
  335. RenderSystem::instance().endFrame();
  336. RenderSystem::instance().swapBuffers(target);
  337. }
  338. }
  339. void BansheeRenderer::render(const CameraProxy& cameraProxy, const RenderQueuePtr& renderQueue)
  340. {
  341. THROW_IF_NOT_CORE_THREAD;
  342. RenderSystem& rs = RenderSystem::instance();
  343. Matrix4 projMatrixCstm = cameraProxy.projMatrix;
  344. Matrix4 viewMatrixCstm = cameraProxy.viewMatrix;
  345. Matrix4 viewProjMatrix = projMatrixCstm * viewMatrixCstm;
  346. if (!cameraProxy.ignoreSceneRenderables)
  347. {
  348. // Update per-object param buffers and queue render elements
  349. for (auto& proxy : mRenderableProxies)
  350. {
  351. for (auto& renderElem : proxy.second->renderableElements)
  352. {
  353. if (proxy.second->renderableType == RenType_LitTextured)
  354. {
  355. Matrix4 worldViewProjMatrix = viewProjMatrix * mWorldTransforms[renderElem->id];;
  356. mLitTexHandler->updatePerObjectBuffers(renderElem, worldViewProjMatrix);
  357. }
  358. for (auto& param : renderElem->material->params)
  359. {
  360. param->updateHardwareBuffers();
  361. }
  362. // TODO - Do frustum culling
  363. renderQueue->add(proxy.second, renderElem, mWorldBounds[renderElem->id].getSphere().getCenter());
  364. }
  365. }
  366. }
  367. renderQueue->sort();
  368. const Vector<RenderQueueElement>& sortedRenderElements = renderQueue->getSortedElements();
  369. for(auto iter = sortedRenderElements.begin(); iter != sortedRenderElements.end(); ++iter)
  370. {
  371. MaterialProxyPtr materialProxy = iter->material;
  372. if (iter->renderable != nullptr && iter->renderable->handler != nullptr)
  373. iter->renderable->handler->bindPerObjectBuffers(iter->renderable, iter->renderElem);
  374. setPass(materialProxy, iter->passIdx);
  375. draw(*iter->mesh);
  376. }
  377. renderQueue->clear();
  378. }
  379. void BansheeRenderer::setPass(const MaterialProxyPtr& material, UINT32 passIdx)
  380. {
  381. THROW_IF_NOT_CORE_THREAD;
  382. RenderSystem& rs = RenderSystem::instance();
  383. const MaterialProxyPass& pass = material->passes[passIdx];
  384. if (pass.vertexProg)
  385. {
  386. rs.bindGpuProgram(pass.vertexProg);
  387. rs.bindGpuParams(GPT_VERTEX_PROGRAM, material->params[pass.vertexProgParamsIdx]);
  388. }
  389. else
  390. rs.unbindGpuProgram(GPT_VERTEX_PROGRAM);
  391. if (pass.fragmentProg)
  392. {
  393. rs.bindGpuProgram(pass.fragmentProg);
  394. rs.bindGpuParams(GPT_FRAGMENT_PROGRAM, material->params[pass.fragmentProgParamsIdx]);
  395. }
  396. else
  397. rs.unbindGpuProgram(GPT_FRAGMENT_PROGRAM);
  398. if (pass.geometryProg)
  399. {
  400. rs.bindGpuProgram(pass.geometryProg);
  401. rs.bindGpuParams(GPT_GEOMETRY_PROGRAM, material->params[pass.geometryProgParamsIdx]);
  402. }
  403. else
  404. rs.unbindGpuProgram(GPT_GEOMETRY_PROGRAM);
  405. if (pass.hullProg)
  406. {
  407. rs.bindGpuProgram(pass.hullProg);
  408. rs.bindGpuParams(GPT_HULL_PROGRAM, material->params[pass.hullProgParamsIdx]);
  409. }
  410. else
  411. rs.unbindGpuProgram(GPT_HULL_PROGRAM);
  412. if (pass.domainProg)
  413. {
  414. rs.bindGpuProgram(pass.domainProg);
  415. rs.bindGpuParams(GPT_DOMAIN_PROGRAM, material->params[pass.domainProgParamsIdx]);
  416. }
  417. else
  418. rs.unbindGpuProgram(GPT_DOMAIN_PROGRAM);
  419. if (pass.computeProg)
  420. {
  421. rs.bindGpuProgram(pass.computeProg);
  422. rs.bindGpuParams(GPT_COMPUTE_PROGRAM, material->params[pass.computeProgParamsIdx]);
  423. }
  424. else
  425. rs.unbindGpuProgram(GPT_COMPUTE_PROGRAM);
  426. // TODO - Try to limit amount of state changes, if previous state is already the same
  427. // Set up non-texture related pass settings
  428. if (pass.blendState != nullptr)
  429. rs.setBlendState(pass.blendState.getInternalPtr());
  430. else
  431. rs.setBlendState(BlendState::getDefault());
  432. if (pass.depthStencilState != nullptr)
  433. rs.setDepthStencilState(pass.depthStencilState.getInternalPtr(), pass.stencilRefValue);
  434. else
  435. rs.setDepthStencilState(DepthStencilState::getDefault(), pass.stencilRefValue);
  436. if (pass.rasterizerState != nullptr)
  437. rs.setRasterizerState(pass.rasterizerState.getInternalPtr());
  438. else
  439. rs.setRasterizerState(RasterizerState::getDefault());
  440. }
  441. void BansheeRenderer::draw(const MeshProxy& meshProxy)
  442. {
  443. THROW_IF_NOT_CORE_THREAD;
  444. RenderSystem& rs = RenderSystem::instance();
  445. MeshBasePtr mesh = meshProxy.mesh;
  446. std::shared_ptr<VertexData> vertexData = mesh->_getVertexData();
  447. rs.setVertexDeclaration(vertexData->vertexDeclaration);
  448. auto vertexBuffers = vertexData->getBuffers();
  449. if (vertexBuffers.size() > 0)
  450. {
  451. VertexBufferPtr buffers[MAX_BOUND_VERTEX_BUFFERS];
  452. UINT32 endSlot = 0;
  453. UINT32 startSlot = MAX_BOUND_VERTEX_BUFFERS;
  454. for (auto iter = vertexBuffers.begin(); iter != vertexBuffers.end(); ++iter)
  455. {
  456. if (iter->first >= MAX_BOUND_VERTEX_BUFFERS)
  457. BS_EXCEPT(InvalidParametersException, "Buffer index out of range");
  458. startSlot = std::min(iter->first, startSlot);
  459. endSlot = std::max(iter->first, endSlot);
  460. }
  461. for (auto iter = vertexBuffers.begin(); iter != vertexBuffers.end(); ++iter)
  462. {
  463. buffers[iter->first - startSlot] = iter->second;
  464. }
  465. rs.setVertexBuffers(startSlot, buffers, endSlot - startSlot + 1);
  466. }
  467. SubMesh subMesh = meshProxy.subMesh;
  468. rs.setDrawOperation(subMesh.drawOp);
  469. IndexBufferPtr indexBuffer = mesh->_getIndexBuffer();
  470. UINT32 indexCount = subMesh.indexCount;
  471. if (indexCount == 0)
  472. indexCount = indexBuffer->getNumIndices();
  473. rs.setIndexBuffer(indexBuffer);
  474. rs.drawIndexed(subMesh.indexOffset + mesh->_getIndexOffset(), indexCount, mesh->_getVertexOffset(), vertexData->vertexCount);
  475. mesh->_notifyUsedOnGPU();
  476. }
  477. }