BsBansheeRenderer.cpp 17 KB

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  1. #include "BsBansheeRenderer.h"
  2. #include "BsCamera.h"
  3. #include "BsSceneObject.h"
  4. #include "BsSceneManager.h"
  5. #include "BsRenderable.h"
  6. #include "BsMaterial.h"
  7. #include "BsMesh.h"
  8. #include "BsPass.h"
  9. #include "BsBlendState.h"
  10. #include "BsRasterizerState.h"
  11. #include "BsDepthStencilState.h"
  12. #include "BsCoreApplication.h"
  13. #include "BsViewport.h"
  14. #include "BsRenderTarget.h"
  15. #include "BsRenderQueue.h"
  16. #include "BsOverlayManager.h"
  17. #include "BsGUIManager.h"
  18. #include "BsCoreThread.h"
  19. #include "BsGpuParams.h"
  20. #include "BsProfilerCPU.h"
  21. #include "BsShader.h"
  22. #include "BsTechnique.h"
  23. #include "BsDrawList.h"
  24. #include "BsHardwareBufferManager.h"
  25. #include "BsGpuParamBlockBuffer.h"
  26. #include "BsShader.h"
  27. #include "BsShaderProxy.h"
  28. #include "BsBansheeLitTexRenderableController.h"
  29. #include "BsTime.h"
  30. #include "BsFrameAlloc.h"
  31. using namespace std::placeholders;
  32. namespace BansheeEngine
  33. {
  34. BansheeRenderer::BansheeRenderer()
  35. {
  36. mRenderableRemovedConn = gSceneManager().onRenderableRemoved.connect(std::bind(&BansheeRenderer::renderableRemoved, this, _1));
  37. mCameraRemovedConn = gSceneManager().onCameraRemoved.connect(std::bind(&BansheeRenderer::cameraRemoved, this, _1));
  38. }
  39. BansheeRenderer::~BansheeRenderer()
  40. {
  41. mRenderableRemovedConn.disconnect();
  42. mCameraRemovedConn.disconnect();
  43. }
  44. const String& BansheeRenderer::getName() const
  45. {
  46. static String name = "BansheeRenderer";
  47. return name;
  48. }
  49. void BansheeRenderer::_onActivated()
  50. {
  51. Renderer::_onActivated();
  52. mLitTexHandler = bs_new<LitTexRenderableController>();
  53. }
  54. void BansheeRenderer::_onDeactivated()
  55. {
  56. Renderer::_onDeactivated();
  57. if (mLitTexHandler != nullptr)
  58. bs_delete(mLitTexHandler);
  59. }
  60. void BansheeRenderer::addRenderableProxy(RenderableProxyPtr proxy)
  61. {
  62. for (auto& element : proxy->renderableElements)
  63. {
  64. mRenderableElements.push_back(element);
  65. mWorldTransforms.push_back(element->worldTransform);
  66. mWorldBounds.push_back(element->calculateWorldBounds());
  67. element->renderableType = proxy->renderableType;
  68. if (proxy->renderableType == RenType_LitTextured)
  69. element->handler = mLitTexHandler;
  70. else
  71. element->handler = nullptr;
  72. if (element->handler != nullptr)
  73. element->handler->initializeRenderElem(element);
  74. element->id = (UINT32)(mRenderableElements.size() - 1);
  75. }
  76. }
  77. void BansheeRenderer::removeRenderableProxy(RenderableProxyPtr proxy)
  78. {
  79. for (auto& element : proxy->renderableElements)
  80. {
  81. assert(mRenderableElements.size() > element->id && element->id >= 0);
  82. if (mRenderableElements.size() == 0)
  83. mRenderableElements.erase(mRenderableElements.begin());
  84. else
  85. {
  86. std::swap(mRenderableElements[element->id], mRenderableElements.back());
  87. mRenderableElements.erase(mRenderableElements.end() - 1);
  88. mRenderableElements[element->id]->id = element->id;
  89. }
  90. }
  91. }
  92. void BansheeRenderer::updateRenderableProxy(RenderableProxyPtr proxy, Matrix4 localToWorld)
  93. {
  94. for (auto& element : proxy->renderableElements)
  95. {
  96. element->worldTransform = localToWorld;
  97. mWorldTransforms[element->id] = localToWorld;
  98. mWorldBounds[element->id] = element->calculateWorldBounds();
  99. }
  100. }
  101. void BansheeRenderer::addCameraProxy(CameraProxyPtr proxy)
  102. {
  103. RenderTargetPtr renderTarget = proxy->viewport.getTarget();
  104. auto findIter = std::find_if(mRenderTargets.begin(), mRenderTargets.end(), [&](const RenderTargetData& x) { return x.target == renderTarget; });
  105. if (findIter != mRenderTargets.end())
  106. {
  107. proxy->renderQueue = bs_shared_ptr<RenderQueue>();
  108. findIter->cameras.push_back(proxy);
  109. }
  110. else
  111. {
  112. mRenderTargets.push_back(RenderTargetData());
  113. RenderTargetData& renderTargetData = mRenderTargets.back();
  114. proxy->renderQueue = bs_shared_ptr<RenderQueue>();
  115. renderTargetData.target = renderTarget;
  116. renderTargetData.cameras.push_back(proxy);
  117. }
  118. // Sort everything based on priority
  119. auto cameraComparer = [&](const CameraProxyPtr& a, const CameraProxyPtr& b) { return a->priority > b->priority; };
  120. auto renderTargetInfoComparer = [&](const RenderTargetData& a, const RenderTargetData& b)
  121. { return a.target->getCore()->getProperties().getPriority() > b.target->getCore()->getProperties().getPriority(); };
  122. std::sort(begin(mRenderTargets), end(mRenderTargets), renderTargetInfoComparer);
  123. for (auto& camerasPerTarget : mRenderTargets)
  124. {
  125. Vector<CameraProxyPtr>& cameras = camerasPerTarget.cameras;
  126. std::sort(begin(cameras), end(cameras), cameraComparer);
  127. }
  128. proxy->calcWorldFrustum();
  129. }
  130. void BansheeRenderer::removeCameraProxy(CameraProxyPtr proxy)
  131. {
  132. RenderTargetPtr renderTarget = proxy->viewport.getTarget();
  133. auto findIter = std::find_if(mRenderTargets.begin(), mRenderTargets.end(), [&](const RenderTargetData& x) { return x.target == renderTarget; });
  134. if (findIter != mRenderTargets.end())
  135. {
  136. auto findIter2 = std::find(findIter->cameras.begin(), findIter->cameras.end(), proxy);
  137. if (findIter2 != findIter->cameras.end())
  138. {
  139. findIter->cameras.erase(findIter2);
  140. }
  141. if (findIter->cameras.size() == 0)
  142. mRenderTargets.erase(findIter);
  143. }
  144. }
  145. void BansheeRenderer::updateCameraProxy(CameraProxyPtr proxy, Vector3 worldPosition, Matrix4 worldMatrix, Matrix4 viewMatrix)
  146. {
  147. proxy->viewMatrix = viewMatrix;
  148. proxy->worldPosition = worldPosition;
  149. proxy->worldMatrix = worldMatrix;
  150. proxy->calcWorldFrustum();
  151. }
  152. void BansheeRenderer::renderableRemoved(const RenderableHandlerPtr& renderable)
  153. {
  154. if (renderable->_getActiveProxy() != nullptr)
  155. {
  156. mDeletedRenderableProxies.push_back(renderable->_getActiveProxy());
  157. }
  158. }
  159. void BansheeRenderer::cameraRemoved(const CameraHandlerPtr& camera)
  160. {
  161. if (camera->_getActiveProxy() != nullptr)
  162. {
  163. mDeletedCameraProxies.push_back(camera->_getActiveProxy());
  164. }
  165. }
  166. void BansheeRenderer::renderAll()
  167. {
  168. gSceneManager().updateRenderableTransforms();
  169. // Remove proxies from deleted Renderables
  170. for (auto& proxy : mDeletedRenderableProxies)
  171. {
  172. if (proxy != nullptr)
  173. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeRenderableProxy, this, proxy));
  174. }
  175. // Add or update Renderable proxies
  176. const Vector<SceneRenderableData>& allRenderables = gSceneManager().getAllRenderables();
  177. Vector<HSceneObject> dirtySceneObjects;
  178. Vector<RenderableHandlerPtr> dirtyRenderables;
  179. FrameAlloc* frameAlloc = gCoreThread().getFrameAlloc();
  180. for (auto& renderableData : allRenderables)
  181. {
  182. RenderableHandlerPtr renderable = renderableData.renderable;
  183. HSceneObject renderableSO = renderableData.sceneObject;
  184. bool addedNewProxy = false;
  185. RenderableProxyPtr proxy = renderable->_getActiveProxy();
  186. if (renderableSO->getActive())
  187. {
  188. if (renderable->_isCoreDirty())
  189. {
  190. if (proxy != nullptr)
  191. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeRenderableProxy, this, proxy));
  192. proxy = renderable->_createProxy(renderableSO->getWorldTfrm());
  193. renderable->_setActiveProxy(proxy);
  194. if (proxy != nullptr)
  195. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::addRenderableProxy, this, proxy));
  196. dirtyRenderables.push_back(renderable);
  197. dirtySceneObjects.push_back(renderableSO);
  198. addedNewProxy = true;
  199. }
  200. else if (renderableSO->_isCoreDirty())
  201. {
  202. if (proxy != nullptr)
  203. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::updateRenderableProxy, this, proxy, renderableSO->getWorldTfrm()));
  204. dirtySceneObjects.push_back(renderableSO);
  205. }
  206. if (!addedNewProxy && proxy != nullptr)
  207. {
  208. for (UINT32 i = 0; i < (UINT32)proxy->renderableElements.size(); i++)
  209. {
  210. HMaterial mat = renderable->getMaterial(i);
  211. if (mat != nullptr && mat.isLoaded() && mat->_isCoreDirty(MaterialDirtyFlag::Params))
  212. {
  213. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::updateMaterialProxy, this,
  214. proxy->renderableElements[i]->material, mat->_getDirtyProxyParams(frameAlloc)));
  215. mat->_markCoreClean(MaterialDirtyFlag::Params);
  216. }
  217. }
  218. }
  219. }
  220. else // If inactive we remove the proxy until re-activated
  221. {
  222. if (proxy != nullptr)
  223. {
  224. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeRenderableProxy, this, proxy));
  225. renderable->_setActiveProxy(nullptr);
  226. renderable->_markCoreDirty();
  227. }
  228. }
  229. }
  230. // Mark all renderables as clean (needs to be done after all proxies are updated as
  231. // this will also clean materials & meshes which may be shared, so we don't want to clean them
  232. // too early.
  233. for (auto& renderable : dirtyRenderables)
  234. {
  235. renderable->_markCoreClean();
  236. }
  237. // Remove proxies from deleted Cameras
  238. for (auto& proxy : mDeletedCameraProxies)
  239. {
  240. if (proxy != nullptr)
  241. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeCameraProxy, this, proxy));
  242. }
  243. // Add or update Camera proxies
  244. const Vector<SceneCameraData>& allCameras = gSceneManager().getAllCameras();
  245. for (auto& cameraData : allCameras)
  246. {
  247. CameraHandlerPtr camera = cameraData.camera;
  248. HSceneObject cameraSO = cameraData.sceneObject;
  249. if (camera->_isCoreDirty())
  250. {
  251. CameraProxyPtr proxy = camera->_getActiveProxy();
  252. if (proxy != nullptr)
  253. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeCameraProxy, this, proxy));
  254. proxy = camera->_createProxy();
  255. camera->_setActiveProxy(proxy);
  256. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::addCameraProxy, this, proxy));
  257. camera->_markCoreClean();
  258. dirtySceneObjects.push_back(cameraSO);
  259. }
  260. else if (cameraSO->_isCoreDirty())
  261. {
  262. CameraProxyPtr proxy = camera->_getActiveProxy();
  263. assert(proxy != nullptr);
  264. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::updateCameraProxy, this,
  265. proxy, cameraSO->getWorldPosition(), cameraSO->getWorldTfrm(), camera->getViewMatrix()));
  266. dirtySceneObjects.push_back(cameraSO);
  267. }
  268. }
  269. // Mark scene objects clean
  270. for (auto& dirtySO : dirtySceneObjects)
  271. {
  272. dirtySO->_markCoreClean();
  273. }
  274. // Populate direct draw lists
  275. for (auto& cameraData : allCameras)
  276. {
  277. CameraHandlerPtr camera = cameraData.camera;
  278. HSceneObject cameraSO = cameraData.sceneObject;
  279. DrawListPtr drawList = bs_shared_ptr<DrawList>();
  280. // Get GUI render operations
  281. GUIManager::instance().render(camera->getViewport(), *drawList);
  282. // Get overlay render operations
  283. OverlayManager::instance().render(camera->getViewport(), *drawList);
  284. // Get any operations from hooked up callbacks
  285. const Viewport* viewportRawPtr = camera->getViewport().get();
  286. onRenderViewport(viewportRawPtr, *drawList);
  287. RenderQueuePtr renderQueue = bs_shared_ptr<RenderQueue>();
  288. const Vector<DrawOperation>& drawOps = drawList->getDrawOperations();
  289. // Note: It is important that draw ops update happens after renderables are updated, so that
  290. // renderable proxies properly update in case they both share the same material/mesh
  291. for (auto& drawOp : drawOps)
  292. {
  293. // Note: It is assumed render operations queued in the draw list is going
  294. // to change every frame so we create new proxies using frame allocator
  295. // every frame. It /might/ be more efficient not to use frame allocator
  296. // and only update when they actually change. That might also cause
  297. // issue if material/mesh is used both in draw list and a Renderable
  298. MaterialProxy::DirtyParamsInfo* dirtyParams = nullptr;
  299. if (drawOp.material->_isCoreDirty(MaterialDirtyFlag::Params))
  300. {
  301. dirtyParams = drawOp.material->_getDirtyProxyParams(frameAlloc);
  302. }
  303. if (drawOp.material->_isCoreDirty(MaterialDirtyFlag::Proxy))
  304. {
  305. drawOp.material->_setActiveProxy(drawOp.material->_createProxy());
  306. drawOp.material->_markCoreClean(MaterialDirtyFlag::Proxy);
  307. drawOp.material->_markCoreClean(MaterialDirtyFlag::Material);
  308. }
  309. else
  310. {
  311. if (dirtyParams != nullptr)
  312. drawOp.material->_markCoreClean(MaterialDirtyFlag::Params);
  313. }
  314. if (drawOp.mesh->_isCoreDirty(MeshDirtyFlag::Proxy))
  315. {
  316. drawOp.mesh->_setActiveProxy(drawOp.submeshIdx, drawOp.mesh->_createProxy(drawOp.submeshIdx));
  317. drawOp.mesh->_markCoreClean(MeshDirtyFlag::Proxy);
  318. drawOp.mesh->_markCoreClean(MeshDirtyFlag::Mesh);
  319. }
  320. MaterialProxyPtr materialProxy = drawOp.material->_getActiveProxy();
  321. MeshProxyPtr meshProxy = drawOp.mesh->_getActiveProxy(drawOp.submeshIdx);
  322. if (dirtyParams != nullptr)
  323. {
  324. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::updateMaterialProxy, this,
  325. materialProxy, dirtyParams));
  326. }
  327. float distanceToCamera = (cameraSO->getPosition() - drawOp.worldPosition).length();
  328. renderQueue->add(materialProxy, meshProxy, distanceToCamera);
  329. }
  330. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::addToRenderQueue, this, camera->_getActiveProxy(), renderQueue));
  331. }
  332. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::renderAllCore, this, gTime().getTime()));
  333. }
  334. void BansheeRenderer::addToRenderQueue(CameraProxyPtr proxy, RenderQueuePtr renderQueue)
  335. {
  336. RenderQueuePtr cameraRenderQueue = proxy->renderQueue;
  337. cameraRenderQueue->add(*renderQueue);
  338. }
  339. void BansheeRenderer::updateMaterialProxy(MaterialProxyPtr proxy, MaterialProxy::DirtyParamsInfo* dirtyParams)
  340. {
  341. for (UINT32 i = 0; i < (UINT32)dirtyParams->numEntries; i++)
  342. {
  343. UINT32 paramsIdx = dirtyParams->entries[i].paramsIdx;
  344. if (proxy->params[paramsIdx] == nullptr)
  345. {
  346. assert(false); // This shouldn't happen. New params can only be added due to shader
  347. // change and that should trigger new material proxy creation
  348. continue;
  349. }
  350. proxy->params[dirtyParams->entries[i].paramsIdx]->_updateFromCopy(dirtyParams->entries[i].params);
  351. }
  352. // Refresh buffers set by renderer in case any were changed
  353. for (auto& rendererBuffer : proxy->rendererBuffers)
  354. proxy->params[rendererBuffer.paramsIdx]->setParamBlockBuffer(rendererBuffer.slotIdx, rendererBuffer.buffer);
  355. MaterialProxy::DirtyParamsInfo::destroy(dirtyParams);
  356. }
  357. void BansheeRenderer::renderAllCore(float time)
  358. {
  359. THROW_IF_NOT_CORE_THREAD;
  360. // Update global hardware buffers
  361. mLitTexHandler->updateGlobalBuffers(time);
  362. // Render everything, target by target
  363. for (auto& renderTargetData : mRenderTargets)
  364. {
  365. RenderTargetPtr target = renderTargetData.target;
  366. Vector<CameraProxyPtr>& cameras = renderTargetData.cameras;
  367. RenderSystem::instance().beginFrame();
  368. for(auto& camera : cameras)
  369. {
  370. Viewport& viewport = camera->viewport;
  371. RenderSystem::instance().setViewport(viewport);
  372. UINT32 clearBuffers = 0;
  373. if(viewport.getRequiresColorClear())
  374. clearBuffers |= FBT_COLOR;
  375. if(viewport.getRequiresDepthClear())
  376. clearBuffers |= FBT_DEPTH;
  377. if(viewport.getRequiresStencilClear())
  378. clearBuffers |= FBT_STENCIL;
  379. if(clearBuffers != 0)
  380. RenderSystem::instance().clearViewport(clearBuffers, viewport.getClearColor(), viewport.getClearDepthValue(), viewport.getClearStencilValue());
  381. render(*camera, camera->renderQueue);
  382. }
  383. RenderSystem::instance().endFrame();
  384. RenderSystem::instance().swapBuffers(target);
  385. }
  386. }
  387. void BansheeRenderer::render(const CameraProxy& cameraProxy, const RenderQueuePtr& renderQueue)
  388. {
  389. THROW_IF_NOT_CORE_THREAD;
  390. RenderSystem& rs = RenderSystem::instance();
  391. Matrix4 projMatrixCstm = cameraProxy.projMatrix;
  392. Matrix4 viewMatrixCstm = cameraProxy.viewMatrix;
  393. Matrix4 viewProjMatrix = projMatrixCstm * viewMatrixCstm;
  394. onCorePreRenderViewport(cameraProxy);
  395. if (!cameraProxy.ignoreSceneRenderables)
  396. {
  397. // Update per-object param buffers and queue render elements
  398. for (auto& renderElem : mRenderableElements)
  399. {
  400. if (renderElem->handler != nullptr)
  401. renderElem->handler->bindPerObjectBuffers(renderElem);
  402. if (renderElem->renderableType == RenType_LitTextured)
  403. {
  404. Matrix4 worldViewProjMatrix = viewProjMatrix * mWorldTransforms[renderElem->id];;
  405. mLitTexHandler->updatePerObjectBuffers(renderElem, worldViewProjMatrix);
  406. }
  407. for (auto& param : renderElem->material->params)
  408. {
  409. param->updateHardwareBuffers();
  410. }
  411. // Do frustum culling
  412. // TODO - This is bound to be a bottleneck at some point. When it is ensure that intersect
  413. // methods use vector operations, as it is trivial to update them.
  414. const Sphere& boundingSphere = mWorldBounds[renderElem->id].getSphere();
  415. if (cameraProxy.worldFrustum.intersects(boundingSphere))
  416. {
  417. // More precise with the box
  418. const AABox& boundingBox = mWorldBounds[renderElem->id].getBox();
  419. if (cameraProxy.worldFrustum.intersects(boundingBox))
  420. {
  421. float distanceToCamera = (cameraProxy.worldPosition - boundingBox.getCenter()).length();
  422. renderQueue->add(renderElem, distanceToCamera);
  423. }
  424. }
  425. }
  426. }
  427. renderQueue->sort();
  428. const Vector<RenderQueueElement>& sortedRenderElements = renderQueue->getSortedElements();
  429. for(auto iter = sortedRenderElements.begin(); iter != sortedRenderElements.end(); ++iter)
  430. {
  431. MaterialProxyPtr materialProxy = iter->material;
  432. setPass(*materialProxy, iter->passIdx);
  433. draw(*iter->mesh);
  434. }
  435. renderQueue->clear();
  436. onCorePostRenderViewport(cameraProxy);
  437. }
  438. }