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CmForwardRenderer.cpp 7.0 KB

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  1. #include "CmForwardRenderer.h"
  2. #include "CmCamera.h"
  3. #include "CmSceneManager.h"
  4. #include "CmRenderSystemManager.h"
  5. #include "CmRenderSystem.h"
  6. #include "CmRenderable.h"
  7. #include "CmMaterial.h"
  8. #include "CmMesh.h"
  9. #include "CmPass.h"
  10. #include "CmApplication.h"
  11. namespace CamelotEngine
  12. {
  13. ForwardRenderer::ForwardRenderer()
  14. {
  15. }
  16. ForwardRenderer::~ForwardRenderer()
  17. { }
  18. const String& ForwardRenderer::getName() const
  19. {
  20. static String name = "ForwardRenderer";
  21. return name;
  22. }
  23. void ForwardRenderer::renderAll()
  24. {
  25. RenderSystem* renderSystem = RenderSystemManager::getActive();
  26. // TODO - No point in setting these each frame?
  27. renderSystem->setInvertVertexWinding(false);
  28. renderSystem->setDepthBufferParams();
  29. const vector<CameraPtr>::type& allCameras = gSceneManager().getAllCameras();
  30. for(auto iter = allCameras.begin(); iter != allCameras.end(); ++iter)
  31. {
  32. render(*iter);
  33. }
  34. renderSystem->swapAllRenderTargetBuffers(false);
  35. }
  36. void ForwardRenderer::render(const CameraPtr camera)
  37. {
  38. vector<RenderablePtr>::type allRenderables = gSceneManager().getVisibleRenderables(camera);
  39. RenderSystem* renderSystem = RenderSystemManager::getActive();
  40. renderSystem->setViewport(*camera->getViewport());
  41. Matrix4 projMatrixCstm = camera->getProjectionMatrix();
  42. Matrix4 viewMatrixCstm = camera->getViewMatrix();
  43. Matrix4 viewProjMatrix = projMatrixCstm * viewMatrixCstm;
  44. renderSystem->clearFrameBuffer(FBT_COLOUR | FBT_DEPTH, Color::Blue);
  45. renderSystem->beginFrame();
  46. // TODO - sort renderables by material/pass/parameters to minimize state changes
  47. for(auto iter = allRenderables.begin(); iter != allRenderables.end(); ++iter)
  48. {
  49. MaterialHandle material = (*iter)->getMaterial();
  50. if(material == nullptr || !material.isLoaded())
  51. continue;
  52. MeshHandle mesh = (*iter)->getMesh();
  53. if(mesh == nullptr || !mesh.isLoaded())
  54. continue;
  55. // TODO - Renderer should ensure shader is compatible with it, and it contains all the needed parameters
  56. // (probably at an earlier stage). e.g. I want the user to be warned if the shader doesn't contain matViewProjection param
  57. // (or should we just ignore such missing parameters?)
  58. material->setMat4("matViewProjection", viewProjMatrix);
  59. for(UINT32 i = 0; i < material->getNumPasses(); i++)
  60. {
  61. setPass(material->getPass(i));
  62. setPassParameters(material->getPassParameters(i));
  63. renderSystem->render(mesh->getRenderOperation());
  64. }
  65. }
  66. renderSystem->endFrame();
  67. // TODO - Sort renderables
  68. // Render them
  69. }
  70. void ForwardRenderer::setPass(PassPtr pass)
  71. {
  72. // TODO - When applying passes, don't re-apply states that are already the same as from previous pass.
  73. // Also check if it's maybe the exactly the same pass as the previous one.
  74. mActivePass = pass;
  75. RenderSystem* renderSystem = RenderSystemManager::getActive();
  76. GpuProgramHandle vertProgram = pass->getVertexProgram();
  77. if(vertProgram)
  78. {
  79. renderSystem->bindGpuProgram(vertProgram);
  80. }
  81. else
  82. {
  83. //if(renderSystem->isGpuProgramBound(GPT_VERTEX_PROGRAM))
  84. renderSystem->unbindGpuProgram(GPT_VERTEX_PROGRAM);
  85. }
  86. GpuProgramHandle fragProgram = pass->getFragmentProgram();
  87. if(fragProgram)
  88. {
  89. renderSystem->bindGpuProgram(fragProgram);
  90. }
  91. else
  92. {
  93. //if(renderSystem->isGpuProgramBound(GPT_FRAGMENT_PROGRAM))
  94. renderSystem->unbindGpuProgram(GPT_FRAGMENT_PROGRAM);
  95. }
  96. GpuProgramHandle geomProgram = pass->getGeometryProgram();
  97. if(geomProgram)
  98. {
  99. renderSystem->bindGpuProgram(geomProgram);
  100. }
  101. else
  102. {
  103. //if(renderSystem->isGpuProgramBound(GPT_GEOMETRY_PROGRAM))
  104. renderSystem->unbindGpuProgram(GPT_GEOMETRY_PROGRAM);
  105. }
  106. // The rest of the settings are the same no matter whether we use programs or not
  107. // Set scene blending
  108. if ( pass->hasSeparateSceneBlending( ) )
  109. {
  110. renderSystem->setSeparateSceneBlending(
  111. pass->getSourceBlendFactor(), pass->getDestBlendFactor(),
  112. pass->getSourceBlendFactorAlpha(), pass->getDestBlendFactorAlpha(),
  113. pass->getSceneBlendingOperation(),
  114. pass->hasSeparateSceneBlendingOperations() ? pass->getSceneBlendingOperation() : pass->getSceneBlendingOperationAlpha() );
  115. }
  116. else
  117. {
  118. if(pass->hasSeparateSceneBlendingOperations( ) )
  119. {
  120. renderSystem->setSeparateSceneBlending(
  121. pass->getSourceBlendFactor(), pass->getDestBlendFactor(),
  122. pass->getSourceBlendFactor(), pass->getDestBlendFactor(),
  123. pass->getSceneBlendingOperation(), pass->getSceneBlendingOperationAlpha() );
  124. }
  125. else
  126. {
  127. renderSystem->setSceneBlending(
  128. pass->getSourceBlendFactor(), pass->getDestBlendFactor(), pass->getSceneBlendingOperation() );
  129. }
  130. }
  131. // Set point parameters
  132. renderSystem->setPointParameters(
  133. pass->getPointSize(),
  134. false,
  135. false,
  136. false,
  137. false,
  138. pass->getPointMinSize(),
  139. pass->getPointMaxSize());
  140. // TODO - Try to limit amount of state changes, if previous state is already the same (especially with textures)
  141. // TODO: Disable remaining texture units
  142. //renderSystem->_disableTextureUnitsFrom(pass->getNumTextures());
  143. // Set up non-texture related material settings
  144. // Depth buffer settings
  145. renderSystem->setDepthBufferFunction(pass->getDepthFunction());
  146. renderSystem->setDepthBufferCheckEnabled(pass->getDepthCheckEnabled());
  147. renderSystem->setDepthBufferWriteEnabled(pass->getDepthWriteEnabled());
  148. renderSystem->setDepthBias(pass->getDepthBiasConstant(), pass->getDepthBiasSlopeScale());
  149. // Alpha-reject settings
  150. renderSystem->setAlphaRejectSettings(
  151. pass->getAlphaRejectFunction(), pass->getAlphaRejectValue(), pass->isAlphaToCoverageEnabled());
  152. // Set colour write mode
  153. // Right now we only use on/off, not per-channel
  154. bool colWrite = pass->getColourWriteEnabled();
  155. renderSystem->setColorBufferWriteEnabled(colWrite, colWrite, colWrite, colWrite);
  156. // Culling mode
  157. renderSystem->setCullingMode(pass->getCullingMode());
  158. // Polygon mode
  159. renderSystem->setPolygonMode(pass->getPolygonMode());
  160. }
  161. void ForwardRenderer::setPassParameters(PassParametersPtr params)
  162. {
  163. // TODO - When applying passes, don't re-apply states that are already the same as from previous pass.
  164. RenderSystem* renderSystem = RenderSystemManager::getActive();
  165. if(mActivePass == nullptr)
  166. CM_EXCEPT(InternalErrorException, "Trying to set pass parameters, but no pass is set.");
  167. GpuProgramHandle vertProgram = mActivePass->getVertexProgram();
  168. if(vertProgram)
  169. renderSystem->bindGpuProgramParameters(GPT_VERTEX_PROGRAM, params->mVertParams, GPV_ALL);
  170. GpuProgramHandle fragProgram = mActivePass->getFragmentProgram();
  171. if(fragProgram)
  172. renderSystem->bindGpuProgramParameters(GPT_FRAGMENT_PROGRAM, params->mFragParams, GPV_ALL);
  173. GpuProgramHandle geomProgram = mActivePass->getGeometryProgram();
  174. if(geomProgram)
  175. renderSystem->bindGpuProgramParameters(GPT_GEOMETRY_PROGRAM, params->mGeomParams, GPV_ALL);
  176. }
  177. }