BsForwardRenderer.cpp 6.2 KB

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  1. #include "BsForwardRenderer.h"
  2. #include "BsCamera.h"
  3. #include "BsSceneManager.h"
  4. #include "BsRenderable.h"
  5. #include "CmMaterial.h"
  6. #include "CmMesh.h"
  7. #include "CmPass.h"
  8. #include "CmBlendState.h"
  9. #include "CmRasterizerState.h"
  10. #include "CmDepthStencilState.h"
  11. #include "CmApplication.h"
  12. #include "CmViewport.h"
  13. #include "CmRenderTarget.h"
  14. #include "CmRenderOperation.h"
  15. #include "CmDefaultRenderQueue.h"
  16. #include "BsOverlayManager.h"
  17. #include "BsDrawHelper2D.h"
  18. #include "BsDrawHelper3D.h"
  19. #include "BsGUIManager.h"
  20. #include "CmProfiler.h"
  21. namespace BansheeEngine
  22. {
  23. ForwardRenderer::ForwardRenderer()
  24. {
  25. mRenderQueue = cm_new<DefaultRenderQueue>();
  26. }
  27. ForwardRenderer::~ForwardRenderer()
  28. {
  29. cm_delete(mRenderQueue);
  30. }
  31. const String& ForwardRenderer::getName() const
  32. {
  33. static String name = "ForwardRenderer";
  34. return name;
  35. }
  36. void ForwardRenderer::renderAll()
  37. {
  38. gProfiler().beginSample("renderA");
  39. gBsSceneManager().updateRenderableBounds();
  40. CoreAccessor& coreAccessor = gCoreAccessor();
  41. const Vector<HCamera>::type& allCameras = gBsSceneManager().getAllCameras();
  42. struct RenderTargetRenderInfo
  43. {
  44. RenderTargetPtr target;
  45. Vector<HCamera>::type cameras;
  46. };
  47. // Find all unique render targets
  48. Vector<RenderTargetRenderInfo>::type camerasPerRenderTarget;
  49. for(auto& camera : allCameras)
  50. {
  51. RenderTargetPtr target = camera->getViewport()->getTarget();
  52. auto findIter = std::find_if(begin(camerasPerRenderTarget), end(camerasPerRenderTarget), [&target] (const RenderTargetRenderInfo& x) { return x.target == target; });
  53. if(findIter == camerasPerRenderTarget.end())
  54. {
  55. camerasPerRenderTarget.push_back(RenderTargetRenderInfo());
  56. camerasPerRenderTarget[camerasPerRenderTarget.size() - 1].target = target;
  57. camerasPerRenderTarget[camerasPerRenderTarget.size() - 1].cameras.push_back(camera);
  58. }
  59. else
  60. findIter->cameras.push_back(camera);
  61. }
  62. // Sort everything based on priority
  63. auto cameraComparer = [&] (const HCamera& a, const HCamera& b) { return a->getPriority() > b->getPriority(); };
  64. auto renderTargetInfoComparer = [&] (const RenderTargetRenderInfo& a, const RenderTargetRenderInfo& b) { return a.target->getPriority() > b.target->getPriority(); };
  65. std::sort(begin(camerasPerRenderTarget), end(camerasPerRenderTarget), renderTargetInfoComparer);
  66. for(auto& camerasPerTarget : camerasPerRenderTarget)
  67. {
  68. Vector<HCamera>::type& cameras = camerasPerTarget.cameras;
  69. std::sort(begin(cameras), end(cameras), cameraComparer);
  70. }
  71. gProfiler().endSample("renderA");
  72. gProfiler().beginSample("renderB");
  73. // Render everything, target by target
  74. for(auto& camerasPerTarget : camerasPerRenderTarget)
  75. {
  76. RenderTargetPtr target = camerasPerTarget.target;
  77. const Vector<HCamera>::type& cameras = camerasPerTarget.cameras;
  78. coreAccessor.beginRender();
  79. for(auto& camera : cameras)
  80. {
  81. ViewportPtr viewport = camera->getViewport();
  82. coreAccessor.setViewport(viewport);
  83. UINT32 clearBuffers = 0;
  84. if(viewport->getRequiresColorClear())
  85. clearBuffers |= FBT_COLOR;
  86. if(viewport->getRequiresDepthClear())
  87. clearBuffers |= FBT_DEPTH;
  88. if(viewport->getRequiresStencilClear())
  89. clearBuffers |= FBT_STENCIL;
  90. if(clearBuffers != 0)
  91. coreAccessor.clearViewport(clearBuffers, viewport->getClearColor(), viewport->getClearDepthValue(), viewport->getClearStencilValue());
  92. render(camera);
  93. }
  94. coreAccessor.endRender();
  95. coreAccessor.swapBuffers(target);
  96. }
  97. gProfiler().endSample("renderB");
  98. }
  99. void ForwardRenderer::render(const HCamera& camera)
  100. {
  101. gProfiler().beginSample("renderC");
  102. Vector<HRenderable>::type allRenderables;
  103. if(!camera->getIgnoreSceneRenderables())
  104. allRenderables = gBsSceneManager().getVisibleRenderables(camera);
  105. CoreAccessor& coreAccessor = gCoreAccessor();
  106. coreAccessor.setViewport(camera->getViewport());
  107. Matrix4 projMatrixCstm = camera->getProjectionMatrix();
  108. Matrix4 viewMatrixCstm = camera->getViewMatrix();
  109. Matrix4 viewProjMatrix = projMatrixCstm * viewMatrixCstm;
  110. mRenderQueue->clear();
  111. gProfiler().endSample("renderC");
  112. gProfiler().beginSample("renderD");
  113. // Get scene render operations
  114. for(auto iter = allRenderables.begin(); iter != allRenderables.end(); ++iter)
  115. {
  116. (*iter)->render(*mRenderQueue, viewProjMatrix);
  117. }
  118. gProfiler().endSample("renderD");
  119. gProfiler().beginSample("renderE");
  120. // Get GUI render operations
  121. GUIManager::instance().render(camera->getViewport(), *mRenderQueue);
  122. // Get overlay render operations
  123. OverlayManager::instance().render(camera->getViewport(), *mRenderQueue);
  124. // Get debug render operations
  125. DrawHelper3D::instance().render(camera, *mRenderQueue);
  126. DrawHelper2D::instance().render(camera, *mRenderQueue);
  127. gProfiler().endSample("renderE");
  128. gProfiler().beginSample("renderF");
  129. // Get any operations from hooked up callbacks
  130. const Viewport* viewportRawPtr = camera->getViewport().get();
  131. auto callbacksForViewport = mRenderCallbacks[viewportRawPtr];
  132. for(auto& callback : callbacksForViewport)
  133. callback(viewportRawPtr, *mRenderQueue);
  134. // TODO - Material queue is completely ignored
  135. mRenderQueue->sort();
  136. const Vector<SortedRenderOp>::type& sortedROps = mRenderQueue->getSortedRenderOps();
  137. gProfiler().endSample("renderF");
  138. for(auto iter = sortedROps.begin(); iter != sortedROps.end(); ++iter)
  139. {
  140. gProfiler().beginSample("renderG");
  141. const RenderOperation& renderOp = *iter->baseOperation;
  142. MaterialPtr material = renderOp.material;
  143. PassPtr pass = material->getPass(iter->passIdx);
  144. pass->activate(coreAccessor);
  145. gProfiler().endSample("renderG");
  146. gProfiler().beginSample("renderH");
  147. PassParametersPtr paramsPtr = material->getPassParameters(iter->passIdx);
  148. pass->bindParameters(coreAccessor, paramsPtr);
  149. gProfiler().endSample("renderH");
  150. gProfiler().beginSample("renderI");
  151. const SubMesh& subMesh = renderOp.mesh->getSubMesh(renderOp.submeshIdx);
  152. coreAccessor.render(renderOp.mesh, subMesh.indexOffset, subMesh.indexCount, true, subMesh.drawOp);
  153. gProfiler().endSample("renderI");
  154. }
  155. }
  156. }