BsForwardRenderer.cpp 6.2 KB

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  1. #include "BsForwardRenderer.h"
  2. #include "BsCamera.h"
  3. #include "BsSceneManager.h"
  4. #include "BsRenderable.h"
  5. #include "CmMaterial.h"
  6. #include "CmMesh.h"
  7. #include "CmPass.h"
  8. #include "CmBlendState.h"
  9. #include "CmRasterizerState.h"
  10. #include "CmDepthStencilState.h"
  11. #include "CmApplication.h"
  12. #include "CmViewport.h"
  13. #include "CmRenderTarget.h"
  14. #include "CmRenderOperation.h"
  15. #include "CmDefaultRenderQueue.h"
  16. #include "BsOverlayManager.h"
  17. #include "BsDrawHelper2D.h"
  18. #include "BsDrawHelper3D.h"
  19. #include "BsGUIManager.h"
  20. #include "CmCoreThread.h"
  21. #include "CmProfiler.h"
  22. namespace BansheeEngine
  23. {
  24. ForwardRenderer::ForwardRenderer()
  25. {
  26. mRenderQueue = cm_new<DefaultRenderQueue>();
  27. }
  28. ForwardRenderer::~ForwardRenderer()
  29. {
  30. cm_delete(mRenderQueue);
  31. }
  32. const String& ForwardRenderer::getName() const
  33. {
  34. static String name = "ForwardRenderer";
  35. return name;
  36. }
  37. void ForwardRenderer::renderAll()
  38. {
  39. gProfiler().beginSample("renderA");
  40. gBsSceneManager().updateRenderableBounds();
  41. CoreAccessor& coreAccessor = gCoreAccessor();
  42. const Vector<HCamera>::type& allCameras = gBsSceneManager().getAllCameras();
  43. struct RenderTargetRenderInfo
  44. {
  45. RenderTargetPtr target;
  46. Vector<HCamera>::type cameras;
  47. };
  48. // Find all unique render targets
  49. Vector<RenderTargetRenderInfo>::type camerasPerRenderTarget;
  50. for(auto& camera : allCameras)
  51. {
  52. RenderTargetPtr target = camera->getViewport()->getTarget();
  53. auto findIter = std::find_if(begin(camerasPerRenderTarget), end(camerasPerRenderTarget), [&target] (const RenderTargetRenderInfo& x) { return x.target == target; });
  54. if(findIter == camerasPerRenderTarget.end())
  55. {
  56. camerasPerRenderTarget.push_back(RenderTargetRenderInfo());
  57. camerasPerRenderTarget[camerasPerRenderTarget.size() - 1].target = target;
  58. camerasPerRenderTarget[camerasPerRenderTarget.size() - 1].cameras.push_back(camera);
  59. }
  60. else
  61. findIter->cameras.push_back(camera);
  62. }
  63. // Sort everything based on priority
  64. auto cameraComparer = [&] (const HCamera& a, const HCamera& b) { return a->getPriority() > b->getPriority(); };
  65. auto renderTargetInfoComparer = [&] (const RenderTargetRenderInfo& a, const RenderTargetRenderInfo& b) { return a.target->getPriority() > b.target->getPriority(); };
  66. std::sort(begin(camerasPerRenderTarget), end(camerasPerRenderTarget), renderTargetInfoComparer);
  67. for(auto& camerasPerTarget : camerasPerRenderTarget)
  68. {
  69. Vector<HCamera>::type& cameras = camerasPerTarget.cameras;
  70. std::sort(begin(cameras), end(cameras), cameraComparer);
  71. }
  72. gProfiler().endSample("renderA");
  73. gProfiler().beginSample("renderB");
  74. // Render everything, target by target
  75. for(auto& camerasPerTarget : camerasPerRenderTarget)
  76. {
  77. RenderTargetPtr target = camerasPerTarget.target;
  78. const Vector<HCamera>::type& cameras = camerasPerTarget.cameras;
  79. coreAccessor.beginRender();
  80. for(auto& camera : cameras)
  81. {
  82. ViewportPtr viewport = camera->getViewport();
  83. coreAccessor.setViewport(viewport);
  84. UINT32 clearBuffers = 0;
  85. if(viewport->getRequiresColorClear())
  86. clearBuffers |= FBT_COLOR;
  87. if(viewport->getRequiresDepthClear())
  88. clearBuffers |= FBT_DEPTH;
  89. if(viewport->getRequiresStencilClear())
  90. clearBuffers |= FBT_STENCIL;
  91. if(clearBuffers != 0)
  92. coreAccessor.clearViewport(clearBuffers, viewport->getClearColor(), viewport->getClearDepthValue(), viewport->getClearStencilValue());
  93. render(camera);
  94. }
  95. coreAccessor.endRender();
  96. coreAccessor.swapBuffers(target);
  97. }
  98. gProfiler().endSample("renderB");
  99. }
  100. void ForwardRenderer::render(const HCamera& camera)
  101. {
  102. gProfiler().beginSample("renderC");
  103. Vector<HRenderable>::type allRenderables;
  104. if(!camera->getIgnoreSceneRenderables())
  105. allRenderables = gBsSceneManager().getVisibleRenderables(camera);
  106. CoreAccessor& coreAccessor = gCoreAccessor();
  107. coreAccessor.setViewport(camera->getViewport());
  108. Matrix4 projMatrixCstm = camera->getProjectionMatrix();
  109. Matrix4 viewMatrixCstm = camera->getViewMatrix();
  110. Matrix4 viewProjMatrix = projMatrixCstm * viewMatrixCstm;
  111. mRenderQueue->clear();
  112. gProfiler().endSample("renderC");
  113. gProfiler().beginSample("renderD");
  114. // Get scene render operations
  115. for(auto iter = allRenderables.begin(); iter != allRenderables.end(); ++iter)
  116. {
  117. (*iter)->render(*mRenderQueue, viewProjMatrix);
  118. }
  119. gProfiler().endSample("renderD");
  120. gProfiler().beginSample("renderE");
  121. // Get GUI render operations
  122. GUIManager::instance().render(camera->getViewport(), *mRenderQueue);
  123. // Get overlay render operations
  124. OverlayManager::instance().render(camera->getViewport(), *mRenderQueue);
  125. // Get debug render operations
  126. DrawHelper3D::instance().render(camera, *mRenderQueue);
  127. DrawHelper2D::instance().render(camera, *mRenderQueue);
  128. gProfiler().endSample("renderE");
  129. gProfiler().beginSample("renderF");
  130. // Get any operations from hooked up callbacks
  131. const Viewport* viewportRawPtr = camera->getViewport().get();
  132. auto callbacksForViewport = mRenderCallbacks[viewportRawPtr];
  133. for(auto& callback : callbacksForViewport)
  134. callback(viewportRawPtr, *mRenderQueue);
  135. // TODO - Material queue is completely ignored
  136. mRenderQueue->sort();
  137. const Vector<SortedRenderOp>::type& sortedROps = mRenderQueue->getSortedRenderOps();
  138. gProfiler().endSample("renderF");
  139. for(auto iter = sortedROps.begin(); iter != sortedROps.end(); ++iter)
  140. {
  141. gProfiler().beginSample("renderG");
  142. const RenderOperation& renderOp = *iter->baseOperation;
  143. MaterialPtr material = renderOp.material;
  144. gProfiler().endSample("renderG");
  145. gProfiler().beginSample("renderH");
  146. PassPtr pass = material->getPass(iter->passIdx);
  147. PassParametersPtr paramsPtr = material->getPassParameters(iter->passIdx);
  148. coreAccessor.setPass(pass, paramsPtr);
  149. gProfiler().endSample("renderH");
  150. gProfiler().beginSample("renderI");
  151. const SubMesh& subMesh = renderOp.mesh->getSubMesh(renderOp.submeshIdx);
  152. coreAccessor.render(renderOp.mesh, subMesh.indexOffset, subMesh.indexCount, true, subMesh.drawOp);
  153. gProfiler().endSample("renderI");
  154. }
  155. }
  156. }