CmForwardRenderer.cpp 7.3 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. #include "CmDeferredRenderSystem.h"
  12. namespace CamelotEngine
  13. {
  14. ForwardRenderer::ForwardRenderer()
  15. {
  16. }
  17. ForwardRenderer::~ForwardRenderer()
  18. { }
  19. const String& ForwardRenderer::getName() const
  20. {
  21. static String name = "ForwardRenderer";
  22. return name;
  23. }
  24. void ForwardRenderer::renderAll()
  25. {
  26. DeferredRenderSystemPtr renderSystem = gApplication().getActiveRenderSystem();
  27. //RenderSystem* renderSystem = RenderSystemManager::getActive();
  28. // TODO - No point in setting these each frame?
  29. renderSystem->setInvertVertexWinding(false);
  30. renderSystem->setDepthBufferParams();
  31. const vector<CameraPtr>::type& allCameras = gSceneManager().getAllCameras();
  32. for(auto iter = allCameras.begin(); iter != allCameras.end(); ++iter)
  33. {
  34. render(*iter);
  35. }
  36. renderSystem->swapAllRenderTargetBuffers(false);
  37. }
  38. void ForwardRenderer::render(const CameraPtr camera)
  39. {
  40. vector<RenderablePtr>::type allRenderables = gSceneManager().getVisibleRenderables(camera);
  41. DeferredRenderSystemPtr renderSystem = gApplication().getActiveRenderSystem();
  42. //RenderSystem* renderSystem = RenderSystemManager::getActive();
  43. renderSystem->setViewport(camera->getViewport());
  44. Matrix4 projMatrixCstm = camera->getProjectionMatrix();
  45. Matrix4 viewMatrixCstm = camera->getViewMatrix();
  46. Matrix4 viewProjMatrix = projMatrixCstm * viewMatrixCstm;
  47. renderSystem->clearFrameBuffer(FBT_COLOUR | FBT_DEPTH, Color::Blue);
  48. renderSystem->beginFrame();
  49. // TODO - sort renderables by material/pass/parameters to minimize state changes
  50. for(auto iter = allRenderables.begin(); iter != allRenderables.end(); ++iter)
  51. {
  52. MaterialRef material = (*iter)->getMaterial();
  53. if(material == nullptr || !material.isResolved())
  54. continue;
  55. MeshRef mesh = (*iter)->getMesh();
  56. if(mesh == nullptr || !mesh.isResolved())
  57. continue;
  58. // TODO - Renderer should ensure shader is compatible with it, and it contains all the needed parameters
  59. // (probably at an earlier stage). e.g. I want the user to be warned if the shader doesn't contain matViewProjection param
  60. // (or should we just ignore such missing parameters?)
  61. material->setMat4("matViewProjection", viewProjMatrix);
  62. for(int i = 0; i < material->getNumPasses(); i++)
  63. {
  64. setPass(material->getPass(i));
  65. setPassParameters(material->getPassParameters(i));
  66. renderSystem->render(mesh->getRenderOperation());
  67. }
  68. }
  69. renderSystem->endFrame();
  70. // TODO - Sort renderables
  71. // Render them
  72. }
  73. void ForwardRenderer::setPass(PassPtr pass)
  74. {
  75. // TODO - When applying passes, don't re-apply states that are already the same as from previous pass.
  76. // Also check if it's maybe the exactly the same pass as the previous one.
  77. mActivePass = pass;
  78. DeferredRenderSystemPtr renderSystem = gApplication().getActiveRenderSystem();
  79. //RenderSystem* renderSystem = RenderSystemManager::getActive();
  80. GpuProgramRef vertProgram = pass->getVertexProgram();
  81. if(vertProgram)
  82. {
  83. renderSystem->bindGpuProgram(vertProgram->_getBindingDelegate());
  84. }
  85. else
  86. {
  87. if(renderSystem->isGpuProgramBound(GPT_VERTEX_PROGRAM))
  88. renderSystem->unbindGpuProgram(GPT_VERTEX_PROGRAM);
  89. }
  90. GpuProgramRef fragProgram = pass->getFragmentProgram();
  91. if(fragProgram)
  92. {
  93. renderSystem->bindGpuProgram(fragProgram->_getBindingDelegate());
  94. }
  95. else
  96. {
  97. if(renderSystem->isGpuProgramBound(GPT_FRAGMENT_PROGRAM))
  98. renderSystem->unbindGpuProgram(GPT_FRAGMENT_PROGRAM);
  99. }
  100. GpuProgramRef geomProgram = pass->getGeometryProgram();
  101. if(geomProgram)
  102. {
  103. renderSystem->bindGpuProgram(geomProgram->_getBindingDelegate());
  104. }
  105. else
  106. {
  107. if(renderSystem->isGpuProgramBound(GPT_GEOMETRY_PROGRAM))
  108. renderSystem->unbindGpuProgram(GPT_GEOMETRY_PROGRAM);
  109. }
  110. // The rest of the settings are the same no matter whether we use programs or not
  111. // Set scene blending
  112. if ( pass->hasSeparateSceneBlending( ) )
  113. {
  114. renderSystem->setSeparateSceneBlending(
  115. pass->getSourceBlendFactor(), pass->getDestBlendFactor(),
  116. pass->getSourceBlendFactorAlpha(), pass->getDestBlendFactorAlpha(),
  117. pass->getSceneBlendingOperation(),
  118. pass->hasSeparateSceneBlendingOperations() ? pass->getSceneBlendingOperation() : pass->getSceneBlendingOperationAlpha() );
  119. }
  120. else
  121. {
  122. if(pass->hasSeparateSceneBlendingOperations( ) )
  123. {
  124. renderSystem->setSeparateSceneBlending(
  125. pass->getSourceBlendFactor(), pass->getDestBlendFactor(),
  126. pass->getSourceBlendFactor(), pass->getDestBlendFactor(),
  127. pass->getSceneBlendingOperation(), pass->getSceneBlendingOperationAlpha() );
  128. }
  129. else
  130. {
  131. renderSystem->setSceneBlending(
  132. pass->getSourceBlendFactor(), pass->getDestBlendFactor(), pass->getSceneBlendingOperation() );
  133. }
  134. }
  135. // Set point parameters
  136. renderSystem->setPointParameters(
  137. pass->getPointSize(),
  138. false,
  139. false,
  140. false,
  141. false,
  142. pass->getPointMinSize(),
  143. pass->getPointMaxSize());
  144. // TODO - Try to limit amount of state changes, if previous state is already the same (especially with textures)
  145. // TODO: Disable remaining texture units
  146. //renderSystem->_disableTextureUnitsFrom(pass->getNumTextures());
  147. // Set up non-texture related material settings
  148. // Depth buffer settings
  149. renderSystem->setDepthBufferFunction(pass->getDepthFunction());
  150. renderSystem->setDepthBufferCheckEnabled(pass->getDepthCheckEnabled());
  151. renderSystem->setDepthBufferWriteEnabled(pass->getDepthWriteEnabled());
  152. renderSystem->setDepthBias(pass->getDepthBiasConstant(), pass->getDepthBiasSlopeScale());
  153. // Alpha-reject settings
  154. renderSystem->setAlphaRejectSettings(
  155. pass->getAlphaRejectFunction(), pass->getAlphaRejectValue(), pass->isAlphaToCoverageEnabled());
  156. // Set colour write mode
  157. // Right now we only use on/off, not per-channel
  158. bool colWrite = pass->getColourWriteEnabled();
  159. renderSystem->setColorBufferWriteEnabled(colWrite, colWrite, colWrite, colWrite);
  160. // Culling mode
  161. renderSystem->setCullingMode(pass->getCullingMode());
  162. // Polygon mode
  163. renderSystem->setPolygonMode(pass->getPolygonMode());
  164. }
  165. void ForwardRenderer::setPassParameters(PassParametersPtr params)
  166. {
  167. // TODO - When applying passes, don't re-apply states that are already the same as from previous pass.
  168. DeferredRenderSystemPtr renderSystem = gApplication().getActiveRenderSystem();
  169. //RenderSystem* renderSystem = RenderSystemManager::getActive();
  170. if(mActivePass == nullptr)
  171. CM_EXCEPT(InternalErrorException, "Trying to set pass parameters, but no pass is set.");
  172. GpuProgramRef vertProgram = mActivePass->getVertexProgram();
  173. if(vertProgram)
  174. renderSystem->bindGpuProgramParameters(GPT_VERTEX_PROGRAM, params->mVertParams);
  175. GpuProgramRef fragProgram = mActivePass->getFragmentProgram();
  176. if(fragProgram)
  177. renderSystem->bindGpuProgramParameters(GPT_FRAGMENT_PROGRAM, params->mFragParams);
  178. GpuProgramRef geomProgram = mActivePass->getGeometryProgram();
  179. if(geomProgram)
  180. renderSystem->bindGpuProgramParameters(GPT_GEOMETRY_PROGRAM, params->mGeomParams);
  181. }
  182. }