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- #pragma once
- #include "BsRenderBeastPrerequisites.h"
- #include "BsRenderer.h"
- #include "BsBounds.h"
- #include "BsRenderableElement.h"
- #include "BsSamplerOverrides.h"
- namespace BansheeEngine
- {
- class BeastRenderableElement;
- /**
- * Semantics that may be used for signaling the renderer
- * for what is a certain shader parameter used for.
- */
- static StringID RPS_Time = "Time";
- static StringID RPS_LightDir = "LightDir";
- /**
- * @brief Data used by the renderer when rendering renderable handlers.
- */
- struct RenderableData
- {
- RenderableCore* renderable;
- Vector<BeastRenderableElement> elements;
- RenderableHandler* controller;
- };
- /**
- * @copydoc RenderableElement
- *
- * Contains additional data specific to RenderBeast renderer.
- */
- class BS_BSRND_EXPORT BeastRenderableElement : public RenderableElement
- {
- public:
- /**
- * @brief Optional overrides for material sampler states.
- * Used when renderer wants to override certain sampling
- * properties on a global scale (e.g. filtering most commonly).
- */
- MaterialSamplerOverrides* samplerOverrides;
- /**
- * @brief Id of the owner renderable.
- */
- UINT32 renderableId;
- };
- /**
- * @brief Default renderer for Banshee. Performs frustum culling, sorting and
- * renders objects in custom ways determine by renderable handlers.
- *
- * @note Sim thread unless otherwise noted.
- */
- class BS_BSRND_EXPORT RenderBeast : public Renderer
- {
- /**
- * @brief Render data for a single render target.
- */
- struct RenderTargetData
- {
- SPtr<RenderTargetCore> target;
- Vector<const CameraCore*> cameras;
- };
- /**
- * @brief Data used by the renderer for a camera.
- */
- struct CameraData
- {
- RenderQueuePtr opaqueQueue;
- RenderQueuePtr transparentQueue;
- SPtr<RenderTargets> gbuffer;
- };
- /**
- * @brief Data used by the renderer for lights.
- */
- struct LightData
- {
- LightCore* internal;
- };
- public:
- RenderBeast();
- ~RenderBeast() { }
- /**
- * @copydoc Renderer::getName
- */
- virtual const StringID& getName() const override;
- /**
- * @copydoc Renderer::renderAll
- */
- virtual void renderAll() override;
- /**
- * @brief Sets options used for controlling the rendering.
- */
- void setOptions(const SPtr<CoreRendererOptions>& options) override;
- /**
- * @brief Returns current set of options used for controlling the rendering.
- */
- SPtr<CoreRendererOptions> getOptions() const override;
- /**
- * @copydoc Renderer::_onActivated
- */
- virtual void _onActivated() override;
- /**
- * @copydoc Renderer::_onDeactivated
- */
- virtual void _onDeactivated() override;
- private:
- /**
- * @copydoc Renderer::_notifyCameraAdded
- */
- void _notifyCameraAdded(const CameraCore* camera) override;
- /**
- * @copydoc Renderer::_notifyCameraRemoved
- */
- void _notifyCameraRemoved(const CameraCore* camera) override;
- /**
- * @copydoc Renderer::_notifyLightAdded
- */
- void _notifyLightAdded(LightCore* light) override;
- /**
- * @copydoc Renderer::_notifyLightUpdated
- */
- void _notifyLightUpdated(LightCore* light) override;
- /**
- * @copydoc Renderer::_notifyLightRemoved
- */
- void _notifyLightRemoved(LightCore* light) override;
- /**
- * @copydoc Renderer::_notifyRenderableAdded
- */
- void _notifyRenderableAdded(RenderableCore* renderable) override;
- /**
- * @copydoc Renderer::_notifyRenderableUpdated
- */
- void _notifyRenderableUpdated(RenderableCore* renderable) override;
- /**
- * @copydoc Renderer::_notifyRenderableRemoved
- */
- void _notifyRenderableRemoved(RenderableCore* renderable) override;
- /**
- * @brief Updates the render options on the core thread.
- *
- * @note Core thread only.
- */
- void syncRenderOptions(const RenderBeastOptions& options);
- /**
- * @brief Performs rendering over all camera proxies.
- *
- * @param time Current frame time in milliseconds.
- *
- * @note Core thread only.
- */
- void renderAllCore(float time);
- /**
- * @brief Populates camera render queues by determining visible renderable object.
- *
- * @param camera The camera to determine visibility for.
- */
- void determineVisible(const CameraCore& camera);
- /**
- * @brief Renders all objects visible by the provided camera.
- *
- * @param rtData Render target data containing the camera to render.
- * @param camIdx Index of the camera to render.
- *
- * @note Core thread only.
- */
- void render(RenderTargetData& rtData, UINT32 camIdx);
- /**
- * @brief Renders all objects visible by the provided camera.
- *
- * @param camera Camera used for determining destination render target and visibility.
- *
- * @note Core thread only.
- */
- void renderOLD(const CameraCore& camera);
- /**
- * @brief Creates data used by the renderer on the core thread.
- */
- void initializeCore();
- /**
- * @brief Destroys data used by the renderer on the core thread.
- */
- void destroyCore();
- /**
- * @brief Creates a dummy shader to be used when no other is available.
- */
- SPtr<ShaderCore> createDefaultShader();
- /**
- * @brief Checks all sampler overrides in case material sampler states changed,
- * and updates them.
- *
- * @param force If true, all sampler overrides will be updated, regardless of a change
- * in the material was detected or not.
- */
- void refreshSamplerOverrides(bool force = false);
- /**
- * @brief Activates the specified pass on the pipeline.
- *
- * @param pass Pass to activate.
- *
- * @note Core thread.
- */
- static void setPass(const SPtr<PassCore>& pass);
- /**
- * @brief Sets parameters (textures, samplers, buffers) for the currently active pass.
- *
- * @param passParams Structure containing parameters for all stages of the pass.
- * @param samplerOverrides Optional samplers to use instead of the those in the pass parameters.
- * Number of samplers must match number in pass parameters.
- * @note Core thread.
- */
- static void setPassParams(const SPtr<PassParametersCore>& passParams, const PassSamplerOverrides* samplerOverrides);
- Vector<RenderTargetData> mRenderTargets; // Core thread
- UnorderedMap<const CameraCore*, CameraData> mCameraData; // Core thread
- UnorderedMap<SPtr<MaterialCore>, MaterialSamplerOverrides*> mSamplerOverrides; // Core thread
- SPtr<MaterialCore> mDummyMaterial; // Core thread
- Vector<RenderableData> mRenderables; // Core thread
- Vector<Matrix4> mWorldTransforms; // Core thread
- Vector<Bounds> mWorldBounds; // Core thread
- Vector<LightData> mLights; // Core thread
- Vector<Sphere> mLightWorldBounds; // Core thread
- SPtr<RenderBeastOptions> mCoreOptions; // Core thread
- StaticRenderableHandler* mStaticHandler;
- SPtr<RenderBeastOptions> mOptions;
- bool mOptionsDirty;
- };
- }
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