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- #include "BsForwardRenderer.h"
- #include "BsCamera.h"
- #include "BsSceneManager.h"
- #include "BsRenderable.h"
- #include "CmMaterial.h"
- #include "CmMesh.h"
- #include "CmPass.h"
- #include "CmBlendState.h"
- #include "CmRasterizerState.h"
- #include "CmDepthStencilState.h"
- #include "CmApplication.h"
- #include "CmViewport.h"
- #include "CmRenderTarget.h"
- #include "BsOverlayManager.h"
- #include "BsGUIManager.h"
- using namespace CamelotFramework;
- namespace BansheeEngine
- {
- ForwardRenderer::ForwardRenderer()
- {
- }
- ForwardRenderer::~ForwardRenderer()
- { }
- const String& ForwardRenderer::getName() const
- {
- static String name = "ForwardRenderer";
- return name;
- }
- void ForwardRenderer::renderAll()
- {
- CoreAccessor& coreAccessor = gMainCA();
- const Vector<HCamera>::type& allCameras = gSceneManager().getAllCameras();
- struct RenderTargetRenderInfo
- {
- RenderTargetPtr target;
- Vector<HCamera>::type cameras;
- };
- // Find all unique render targets
- Vector<RenderTargetRenderInfo>::type camerasPerRenderTarget;
- for(auto& camera : allCameras)
- {
- RenderTargetPtr target = camera->getViewport()->getTarget();
- auto findIter = std::find_if(begin(camerasPerRenderTarget), end(camerasPerRenderTarget), [&target] (const RenderTargetRenderInfo& x) { return x.target == target; });
- if(findIter == camerasPerRenderTarget.end())
- {
- camerasPerRenderTarget.push_back(RenderTargetRenderInfo());
- camerasPerRenderTarget[camerasPerRenderTarget.size() - 1].target = target;
- camerasPerRenderTarget[camerasPerRenderTarget.size() - 1].cameras.push_back(camera);
- }
- else
- findIter->cameras.push_back(camera);
- }
- // Sort everything based on priority
- auto cameraComparer = [&] (const HCamera& a, const HCamera& b) { return a->getPriority() > b->getPriority(); };
- auto renderTargetInfoComparer = [&] (const RenderTargetRenderInfo& a, const RenderTargetRenderInfo& b) { return a.target->getPriority() > b.target->getPriority(); };
- std::sort(begin(camerasPerRenderTarget), end(camerasPerRenderTarget), renderTargetInfoComparer);
- for(auto& camerasPerTarget : camerasPerRenderTarget)
- {
- Vector<HCamera>::type& cameras = camerasPerTarget.cameras;
- std::sort(begin(cameras), end(cameras), cameraComparer);
- }
- // Render everything, target by target
- for(auto& camerasPerTarget : camerasPerRenderTarget)
- {
- RenderTargetPtr target = camerasPerTarget.target;
- const Vector<HCamera>::type& cameras = camerasPerTarget.cameras;
- coreAccessor.beginFrame();
- for(auto& camera : cameras)
- {
- ViewportPtr viewport = camera->getViewport();
- coreAccessor.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)
- coreAccessor.clearViewport(clearBuffers, viewport->getClearColor(), viewport->getClearDepthValue(), viewport->getClearStencilValue());
- // Render scene
- render(camera);
- // Render overlays
- OverlayManager::instance().render(camera->getViewport(), coreAccessor);
- // Render GUI elements
- GUIManager::instance().render(camera->getViewport(), coreAccessor);
- }
- coreAccessor.endFrame();
- coreAccessor.swapBuffers(target);
- }
- }
- void ForwardRenderer::render(const HCamera& camera)
- {
- Vector<HRenderable>::type allRenderables;
-
- if(!camera->getIgnoreSceneRenderables())
- allRenderables = gSceneManager().getVisibleRenderables(camera);
- CoreAccessor& coreAccessor = gMainCA();
- coreAccessor.setViewport(camera->getViewport());
- Matrix4 projMatrixCstm = camera->getProjectionMatrix();
- Matrix4 viewMatrixCstm = camera->getViewMatrix();
- Matrix4 viewProjMatrix = projMatrixCstm * viewMatrixCstm;
- // TODO - sort renderables by material/pass/parameters to minimize state changes
- for(auto iter = allRenderables.begin(); iter != allRenderables.end(); ++iter)
- {
- HMaterial material = (*iter)->getMaterial();
- if(material == nullptr || !material.isLoaded())
- continue;
- HMesh mesh = (*iter)->getMesh();
- if(mesh == nullptr || !mesh.isLoaded())
- continue;
- // TODO - Renderer should ensure shader is compatible with it, and it contains all the needed parameters
- // (probably at an earlier stage). e.g. I want the user to be warned if the shader doesn't contain matViewProjection param
- // (or should we just ignore such missing parameters?)
- material->setMat4("matViewProjection", viewProjMatrix);
- for(UINT32 i = 0; i < material->getNumPasses(); i++)
- {
- PassPtr pass = material->getPass(i);
- pass->activate(coreAccessor);
- PassParametersPtr paramsPtr = material->getPassParameters(i);
- pass->bindParameters(coreAccessor, paramsPtr);
- coreAccessor.render(mesh->getRenderOperation());
- }
- }
- // TODO - Sort renderables
- // Render them
- }
- }
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