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- #include "BsBansheeRenderer.h"
- #include "BsCamera.h"
- #include "BsSceneObject.h"
- #include "BsSceneManager.h"
- #include "BsRenderable.h"
- #include "BsMaterial.h"
- #include "BsMesh.h"
- #include "BsPass.h"
- #include "BsBlendState.h"
- #include "BsRasterizerState.h"
- #include "BsDepthStencilState.h"
- #include "BsCoreApplication.h"
- #include "BsViewport.h"
- #include "BsRenderTarget.h"
- #include "BsRenderQueue.h"
- #include "BsOverlayManager.h"
- #include "BsGUIManager.h"
- #include "BsCoreThread.h"
- #include "BsGpuParams.h"
- #include "BsProfilerCPU.h"
- #include "BsShader.h"
- #include "BsTechnique.h"
- #include "BsDrawList.h"
- #include "BsHardwareBufferManager.h"
- #include "BsGpuParamBlockBuffer.h"
- #include "BsShader.h"
- #include "BsShaderProxy.h"
- #include "BsBansheeLitTexRenderableController.h"
- #include "BsTime.h"
- #include "BsFrameAlloc.h"
- using namespace std::placeholders;
- namespace BansheeEngine
- {
- BansheeRenderer::BansheeRenderer()
- {
- mRenderableRemovedConn = gSceneManager().onRenderableRemoved.connect(std::bind(&BansheeRenderer::renderableRemoved, this, _1));
- mCameraRemovedConn = gSceneManager().onCameraRemoved.connect(std::bind(&BansheeRenderer::cameraRemoved, this, _1));
- }
- BansheeRenderer::~BansheeRenderer()
- {
- mRenderableRemovedConn.disconnect();
- mCameraRemovedConn.disconnect();
- }
- const String& BansheeRenderer::getName() const
- {
- static String name = "BansheeRenderer";
- return name;
- }
- void BansheeRenderer::_onActivated()
- {
- Renderer::_onActivated();
- mLitTexHandler = bs_new<LitTexRenderableController>();
- }
- void BansheeRenderer::_onDeactivated()
- {
- Renderer::_onDeactivated();
- if (mLitTexHandler != nullptr)
- bs_delete(mLitTexHandler);
- }
- void BansheeRenderer::addRenderableProxy(RenderableProxyPtr proxy)
- {
- for (auto& element : proxy->renderableElements)
- {
- mRenderableElements.push_back(element);
- mWorldTransforms.push_back(element->worldTransform);
- mWorldBounds.push_back(element->calculateWorldBounds());
- element->renderableType = proxy->renderableType;
- if (proxy->renderableType == RenType_LitTextured)
- element->handler = mLitTexHandler;
- else
- element->handler = nullptr;
- if (element->handler != nullptr)
- element->handler->initializeRenderElem(element);
- element->id = (UINT32)(mRenderableElements.size() - 1);
- }
- }
- void BansheeRenderer::removeRenderableProxy(RenderableProxyPtr proxy)
- {
- for (auto& element : proxy->renderableElements)
- {
- assert(mRenderableElements.size() > element->id && element->id >= 0);
- if (mRenderableElements.size() == 0)
- mRenderableElements.erase(mRenderableElements.begin());
- else
- {
- std::swap(mRenderableElements[element->id], mRenderableElements.back());
- mRenderableElements.erase(mRenderableElements.end() - 1);
- mRenderableElements[element->id]->id = element->id;
- }
- }
- }
- void BansheeRenderer::updateRenderableProxy(RenderableProxyPtr proxy, Matrix4 localToWorld)
- {
- for (auto& element : proxy->renderableElements)
- {
- element->worldTransform = localToWorld;
- mWorldTransforms[element->id] = localToWorld;
- mWorldBounds[element->id] = element->calculateWorldBounds();
- }
- }
- void BansheeRenderer::addCameraProxy(CameraProxyPtr proxy)
- {
- RenderTargetPtr renderTarget = proxy->viewport.getTarget();
- auto findIter = std::find_if(mRenderTargets.begin(), mRenderTargets.end(), [&](const RenderTargetData& x) { return x.target == renderTarget; });
- if (findIter != mRenderTargets.end())
- {
- proxy->renderQueue = bs_shared_ptr<RenderQueue>();
- findIter->cameras.push_back(proxy);
- }
- else
- {
- mRenderTargets.push_back(RenderTargetData());
- RenderTargetData& renderTargetData = mRenderTargets.back();
- proxy->renderQueue = bs_shared_ptr<RenderQueue>();
- renderTargetData.target = renderTarget;
- renderTargetData.cameras.push_back(proxy);
- }
- // Sort everything based on priority
- auto cameraComparer = [&](const CameraProxyPtr& a, const CameraProxyPtr& b) { return a->priority > b->priority; };
- auto renderTargetInfoComparer = [&](const RenderTargetData& a, const RenderTargetData& b)
- { return a.target->getCore()->getProperties().getPriority() > b.target->getCore()->getProperties().getPriority(); };
- std::sort(begin(mRenderTargets), end(mRenderTargets), renderTargetInfoComparer);
- for (auto& camerasPerTarget : mRenderTargets)
- {
- Vector<CameraProxyPtr>& cameras = camerasPerTarget.cameras;
- std::sort(begin(cameras), end(cameras), cameraComparer);
- }
- proxy->calcWorldFrustum();
- }
- void BansheeRenderer::removeCameraProxy(CameraProxyPtr proxy)
- {
- RenderTargetPtr renderTarget = proxy->viewport.getTarget();
- auto findIter = std::find_if(mRenderTargets.begin(), mRenderTargets.end(), [&](const RenderTargetData& x) { return x.target == renderTarget; });
- if (findIter != mRenderTargets.end())
- {
- auto findIter2 = std::find(findIter->cameras.begin(), findIter->cameras.end(), proxy);
- if (findIter2 != findIter->cameras.end())
- {
- findIter->cameras.erase(findIter2);
- }
- if (findIter->cameras.size() == 0)
- mRenderTargets.erase(findIter);
- }
- }
- void BansheeRenderer::updateCameraProxy(CameraProxyPtr proxy, Vector3 worldPosition, Matrix4 worldMatrix, Matrix4 viewMatrix)
- {
- proxy->viewMatrix = viewMatrix;
- proxy->worldPosition = worldPosition;
- proxy->worldMatrix = worldMatrix;
- proxy->calcWorldFrustum();
- }
- void BansheeRenderer::renderableRemoved(const RenderableHandlerPtr& renderable)
- {
- if (renderable->_getActiveProxy() != nullptr)
- {
- mDeletedRenderableProxies.push_back(renderable->_getActiveProxy());
- }
- }
- void BansheeRenderer::cameraRemoved(const CameraHandlerPtr& camera)
- {
- if (camera->_getActiveProxy() != nullptr)
- {
- mDeletedCameraProxies.push_back(camera->_getActiveProxy());
- }
- }
- void BansheeRenderer::renderAll()
- {
- gSceneManager().updateRenderableTransforms();
- // Remove proxies from deleted Renderables
- for (auto& proxy : mDeletedRenderableProxies)
- {
- if (proxy != nullptr)
- gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeRenderableProxy, this, proxy));
- }
- // Add or update Renderable proxies
- const Vector<SceneRenderableData>& allRenderables = gSceneManager().getAllRenderables();
- Vector<HSceneObject> dirtySceneObjects;
- Vector<RenderableHandlerPtr> dirtyRenderables;
- FrameAlloc* frameAlloc = gCoreThread().getFrameAlloc();
- for (auto& renderableData : allRenderables)
- {
- RenderableHandlerPtr renderable = renderableData.renderable;
- HSceneObject renderableSO = renderableData.sceneObject;
- bool addedNewProxy = false;
- RenderableProxyPtr proxy = renderable->_getActiveProxy();
- if (renderableSO->getActive())
- {
- if (renderable->_isCoreDirty())
- {
- if (proxy != nullptr)
- gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeRenderableProxy, this, proxy));
- proxy = renderable->_createProxy(renderableSO->getWorldTfrm());
- renderable->_setActiveProxy(proxy);
- if (proxy != nullptr)
- gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::addRenderableProxy, this, proxy));
- dirtyRenderables.push_back(renderable);
- dirtySceneObjects.push_back(renderableSO);
- addedNewProxy = true;
- }
- else if (renderableSO->_isCoreDirty())
- {
- if (proxy != nullptr)
- gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::updateRenderableProxy, this, proxy, renderableSO->getWorldTfrm()));
- dirtySceneObjects.push_back(renderableSO);
- }
- if (!addedNewProxy && proxy != nullptr)
- {
- for (UINT32 i = 0; i < (UINT32)proxy->renderableElements.size(); i++)
- {
- HMaterial mat = renderable->getMaterial(i);
- if (mat != nullptr && mat.isLoaded() && mat->_isCoreDirty(MaterialDirtyFlag::Params))
- {
- gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::updateMaterialProxy, this,
- proxy->renderableElements[i]->material, mat->_getDirtyProxyParams(frameAlloc)));
- mat->_markCoreClean(MaterialDirtyFlag::Params);
- }
- }
- }
- }
- else // If inactive we remove the proxy until re-activated
- {
- if (proxy != nullptr)
- {
- gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeRenderableProxy, this, proxy));
- renderable->_setActiveProxy(nullptr);
- renderable->_markCoreDirty();
- }
- }
- }
- // Mark all renderables as clean (needs to be done after all proxies are updated as
- // this will also clean materials & meshes which may be shared, so we don't want to clean them
- // too early.
- for (auto& renderable : dirtyRenderables)
- {
- renderable->_markCoreClean();
- }
- // Remove proxies from deleted Cameras
- for (auto& proxy : mDeletedCameraProxies)
- {
- if (proxy != nullptr)
- gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeCameraProxy, this, proxy));
- }
- // Add or update Camera proxies
- const Vector<SceneCameraData>& allCameras = gSceneManager().getAllCameras();
- for (auto& cameraData : allCameras)
- {
- CameraHandlerPtr camera = cameraData.camera;
- HSceneObject cameraSO = cameraData.sceneObject;
- if (camera->_isCoreDirty())
- {
- CameraProxyPtr proxy = camera->_getActiveProxy();
- if (proxy != nullptr)
- gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeCameraProxy, this, proxy));
- proxy = camera->_createProxy();
- camera->_setActiveProxy(proxy);
- gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::addCameraProxy, this, proxy));
- camera->_markCoreClean();
- dirtySceneObjects.push_back(cameraSO);
- }
- else if (cameraSO->_isCoreDirty())
- {
- CameraProxyPtr proxy = camera->_getActiveProxy();
- assert(proxy != nullptr);
- gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::updateCameraProxy, this,
- proxy, cameraSO->getWorldPosition(), cameraSO->getWorldTfrm(), camera->getViewMatrix()));
- dirtySceneObjects.push_back(cameraSO);
- }
- }
- // Mark scene objects clean
- for (auto& dirtySO : dirtySceneObjects)
- {
- dirtySO->_markCoreClean();
- }
- // Populate direct draw lists
- for (auto& cameraData : allCameras)
- {
- CameraHandlerPtr camera = cameraData.camera;
- HSceneObject cameraSO = cameraData.sceneObject;
- DrawListPtr drawList = bs_shared_ptr<DrawList>();
- // Get GUI render operations
- GUIManager::instance().render(camera->getViewport(), *drawList);
- // Get overlay render operations
- OverlayManager::instance().render(camera->getViewport(), *drawList);
- // Get any operations from hooked up callbacks
- const Viewport* viewportRawPtr = camera->getViewport().get();
- onRenderViewport(viewportRawPtr, *drawList);
- RenderQueuePtr renderQueue = bs_shared_ptr<RenderQueue>();
- const Vector<DrawOperation>& drawOps = drawList->getDrawOperations();
- // Note: It is important that draw ops update happens after renderables are updated, so that
- // renderable proxies properly update in case they both share the same material/mesh
- for (auto& drawOp : drawOps)
- {
- // Note: It is assumed render operations queued in the draw list is going
- // to change every frame so we create new proxies using frame allocator
- // every frame. It /might/ be more efficient not to use frame allocator
- // and only update when they actually change. That might also cause
- // issue if material/mesh is used both in draw list and a Renderable
- MaterialProxy::DirtyParamsInfo* dirtyParams = nullptr;
- if (drawOp.material->_isCoreDirty(MaterialDirtyFlag::Params))
- {
- dirtyParams = drawOp.material->_getDirtyProxyParams(frameAlloc);
- }
- if (drawOp.material->_isCoreDirty(MaterialDirtyFlag::Proxy))
- {
- drawOp.material->_setActiveProxy(drawOp.material->_createProxy());
- drawOp.material->_markCoreClean(MaterialDirtyFlag::Proxy);
- drawOp.material->_markCoreClean(MaterialDirtyFlag::Material);
- }
- else
- {
- if (dirtyParams != nullptr)
- drawOp.material->_markCoreClean(MaterialDirtyFlag::Params);
- }
- if (drawOp.mesh->_isCoreDirty(MeshDirtyFlag::Proxy))
- {
- drawOp.mesh->_setActiveProxy(drawOp.submeshIdx, drawOp.mesh->_createProxy(drawOp.submeshIdx));
- drawOp.mesh->_markCoreClean(MeshDirtyFlag::Proxy);
- drawOp.mesh->_markCoreClean(MeshDirtyFlag::Mesh);
- }
- MaterialProxyPtr materialProxy = drawOp.material->_getActiveProxy();
- MeshProxyPtr meshProxy = drawOp.mesh->_getActiveProxy(drawOp.submeshIdx);
- if (dirtyParams != nullptr)
- {
- gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::updateMaterialProxy, this,
- materialProxy, dirtyParams));
- }
- float distanceToCamera = (cameraSO->getPosition() - drawOp.worldPosition).length();
- renderQueue->add(materialProxy, meshProxy, distanceToCamera);
- }
- gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::addToRenderQueue, this, camera->_getActiveProxy(), renderQueue));
- }
- gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::renderAllCore, this, gTime().getTime()));
- }
- void BansheeRenderer::addToRenderQueue(CameraProxyPtr proxy, RenderQueuePtr renderQueue)
- {
- RenderQueuePtr cameraRenderQueue = proxy->renderQueue;
- cameraRenderQueue->add(*renderQueue);
- }
- void BansheeRenderer::updateMaterialProxy(MaterialProxyPtr proxy, MaterialProxy::DirtyParamsInfo* dirtyParams)
- {
- for (UINT32 i = 0; i < (UINT32)dirtyParams->numEntries; i++)
- {
- UINT32 paramsIdx = dirtyParams->entries[i].paramsIdx;
- if (proxy->params[paramsIdx] == nullptr)
- {
- assert(false); // This shouldn't happen. New params can only be added due to shader
- // change and that should trigger new material proxy creation
- continue;
- }
- proxy->params[dirtyParams->entries[i].paramsIdx]->_updateFromCopy(dirtyParams->entries[i].params);
- }
- // Refresh buffers set by renderer in case any were changed
- for (auto& rendererBuffer : proxy->rendererBuffers)
- proxy->params[rendererBuffer.paramsIdx]->setParamBlockBuffer(rendererBuffer.slotIdx, rendererBuffer.buffer);
- MaterialProxy::DirtyParamsInfo::destroy(dirtyParams);
- }
- void BansheeRenderer::renderAllCore(float time)
- {
- THROW_IF_NOT_CORE_THREAD;
- // Update global hardware buffers
- mLitTexHandler->updateGlobalBuffers(time);
- // Render everything, target by target
- for (auto& renderTargetData : mRenderTargets)
- {
- RenderTargetPtr target = renderTargetData.target;
- Vector<CameraProxyPtr>& cameras = renderTargetData.cameras;
- RenderSystem::instance().beginFrame();
- for(auto& camera : cameras)
- {
- Viewport& viewport = camera->viewport;
- RenderSystem::instance().setViewport(viewport);
- UINT32 clearBuffers = 0;
- if(viewport.getRequiresColorClear())
- clearBuffers |= FBT_COLOR;
- if(viewport.getRequiresDepthClear())
- clearBuffers |= FBT_DEPTH;
- if(viewport.getRequiresStencilClear())
- clearBuffers |= FBT_STENCIL;
- if(clearBuffers != 0)
- RenderSystem::instance().clearViewport(clearBuffers, viewport.getClearColor(), viewport.getClearDepthValue(), viewport.getClearStencilValue());
- render(*camera, camera->renderQueue);
- }
- RenderSystem::instance().endFrame();
- RenderSystem::instance().swapBuffers(target);
- }
- }
- void BansheeRenderer::render(const CameraProxy& cameraProxy, const RenderQueuePtr& renderQueue)
- {
- THROW_IF_NOT_CORE_THREAD;
- RenderSystem& rs = RenderSystem::instance();
- Matrix4 projMatrixCstm = cameraProxy.projMatrix;
- Matrix4 viewMatrixCstm = cameraProxy.viewMatrix;
- Matrix4 viewProjMatrix = projMatrixCstm * viewMatrixCstm;
- onCorePreRenderViewport(cameraProxy);
- if (!cameraProxy.ignoreSceneRenderables)
- {
- // Update per-object param buffers and queue render elements
- for (auto& renderElem : mRenderableElements)
- {
- if (renderElem->handler != nullptr)
- renderElem->handler->bindPerObjectBuffers(renderElem);
- if (renderElem->renderableType == RenType_LitTextured)
- {
- Matrix4 worldViewProjMatrix = viewProjMatrix * mWorldTransforms[renderElem->id];;
- mLitTexHandler->updatePerObjectBuffers(renderElem, worldViewProjMatrix);
- }
- for (auto& param : renderElem->material->params)
- {
- param->updateHardwareBuffers();
- }
- // Do frustum culling
- // TODO - This is bound to be a bottleneck at some point. When it is ensure that intersect
- // methods use vector operations, as it is trivial to update them.
- const Sphere& boundingSphere = mWorldBounds[renderElem->id].getSphere();
- if (cameraProxy.worldFrustum.intersects(boundingSphere))
- {
- // More precise with the box
- const AABox& boundingBox = mWorldBounds[renderElem->id].getBox();
- if (cameraProxy.worldFrustum.intersects(boundingBox))
- {
- float distanceToCamera = (cameraProxy.worldPosition - boundingBox.getCenter()).length();
- renderQueue->add(renderElem, distanceToCamera);
- }
- }
- }
- }
- renderQueue->sort();
- const Vector<RenderQueueElement>& sortedRenderElements = renderQueue->getSortedElements();
- for(auto iter = sortedRenderElements.begin(); iter != sortedRenderElements.end(); ++iter)
- {
- MaterialProxyPtr materialProxy = iter->material;
- setPass(*materialProxy, iter->passIdx);
- draw(*iter->mesh);
- }
- renderQueue->clear();
- onCorePostRenderViewport(cameraProxy);
- }
- }
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