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- #include "BsCoreRenderer.h"
- #include "BsCoreThread.h"
- #include "BsRenderAPI.h"
- #include "BsMesh.h"
- #include "BsMaterial.h"
- #include "BsPass.h"
- #include "BsBlendState.h"
- #include "BsDepthStencilState.h"
- #include "BsRasterizerState.h"
- namespace BansheeEngine
- {
- RendererMeshDataPtr CoreRenderer::_createMeshData(UINT32 numVertices, UINT32 numIndices, VertexLayout layout, IndexType indexType)
- {
- return bs_shared_ptr<RendererMeshData, PoolAlloc>(new (bs_alloc<RendererMeshData, PoolAlloc>())
- RendererMeshData(numVertices, numIndices, layout, indexType));
- }
- RendererMeshDataPtr CoreRenderer::_createMeshData(const MeshDataPtr& meshData)
- {
- return bs_shared_ptr<RendererMeshData, PoolAlloc>(new (bs_alloc<RendererMeshData, PoolAlloc>())
- RendererMeshData(meshData));
- }
- void CoreRenderer::setPass(const SPtr<MaterialCore>& material, UINT32 passIdx)
- {
- THROW_IF_NOT_CORE_THREAD;
- RenderAPICore& rs = RenderAPICore::instance();
- SPtr<PassCore> pass = material->getPass(passIdx);
- SPtr<PassParametersCore> passParams = material->getPassParameters(passIdx);
- if (pass->hasVertexProgram())
- {
- rs.bindGpuProgram(pass->getVertexProgram());
- rs.bindGpuParams(GPT_VERTEX_PROGRAM, passParams->mVertParams);
- }
- else
- rs.unbindGpuProgram(GPT_VERTEX_PROGRAM);
- if (pass->hasFragmentProgram())
- {
- rs.bindGpuProgram(pass->getFragmentProgram());
- rs.bindGpuParams(GPT_FRAGMENT_PROGRAM, passParams->mFragParams);
- }
- else
- rs.unbindGpuProgram(GPT_FRAGMENT_PROGRAM);
- if (pass->hasGeometryProgram())
- {
- rs.bindGpuProgram(pass->getGeometryProgram());
- rs.bindGpuParams(GPT_GEOMETRY_PROGRAM, passParams->mGeomParams);
- }
- else
- rs.unbindGpuProgram(GPT_GEOMETRY_PROGRAM);
- if (pass->hasHullProgram())
- {
- rs.bindGpuProgram(pass->getHullProgram());
- rs.bindGpuParams(GPT_HULL_PROGRAM, passParams->mHullParams);
- }
- else
- rs.unbindGpuProgram(GPT_HULL_PROGRAM);
- if (pass->hasDomainProgram())
- {
- rs.bindGpuProgram(pass->getDomainProgram());
- rs.bindGpuParams(GPT_DOMAIN_PROGRAM, passParams->mDomainParams);
- }
- else
- rs.unbindGpuProgram(GPT_DOMAIN_PROGRAM);
- if (pass->hasComputeProgram())
- {
- rs.bindGpuProgram(pass->getComputeProgram());
- rs.bindGpuParams(GPT_COMPUTE_PROGRAM, passParams->mComputeParams);
- }
- 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->getBlendState() != nullptr)
- rs.setBlendState(pass->getBlendState());
- else
- rs.setBlendState(BlendStateCore::getDefault());
- if (pass->getDepthStencilState() != nullptr)
- rs.setDepthStencilState(pass->getDepthStencilState(), pass->getStencilRefValue());
- else
- rs.setDepthStencilState(DepthStencilStateCore::getDefault(), pass->getStencilRefValue());
- if (pass->getRasterizerState() != nullptr)
- rs.setRasterizerState(pass->getRasterizerState());
- else
- rs.setRasterizerState(RasterizerStateCore::getDefault());
- }
- void CoreRenderer::draw(const SPtr<MeshCoreBase>& mesh, const SubMesh& subMesh)
- {
- THROW_IF_NOT_CORE_THREAD;
- RenderAPICore& rs = RenderAPICore::instance();
- const MeshProperties& meshProps = mesh->getProperties();
- std::shared_ptr<VertexData> vertexData = mesh->getVertexData();
- rs.setVertexDeclaration(vertexData->vertexDeclaration);
- auto vertexBuffers = vertexData->getBuffers();
- if (vertexBuffers.size() > 0)
- {
- SPtr<VertexBufferCore> 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);
- }
- rs.setDrawOperation(subMesh.drawOp);
- SPtr<IndexBufferCore> indexBuffer = mesh->getIndexBuffer();
- UINT32 indexCount = subMesh.indexCount;
- rs.setIndexBuffer(indexBuffer);
- rs.drawIndexed(subMesh.indexOffset + mesh->getIndexOffset(), indexCount, mesh->getVertexOffset(), vertexData->vertexCount);
- mesh->_notifyUsedOnGPU();
- }
- }
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