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- #include "CmForwardRenderer.h"
- #include "CmCamera.h"
- #include "CmSceneManager.h"
- #include "CmDeferredRenderContext.h"
- #include "CmRenderable.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 "CmOverlayManager.h"
- namespace CamelotEngine
- {
- ForwardRenderer::ForwardRenderer()
- {
- }
- ForwardRenderer::~ForwardRenderer()
- { }
- const String& ForwardRenderer::getName() const
- {
- static String name = "ForwardRenderer";
- return name;
- }
- void ForwardRenderer::renderAll()
- {
- DeferredRenderContextPtr renderContext = gApplication().getPrimaryRenderContext();
- const vector<HCamera>::type& allCameras = gSceneManager().getAllCameras();
- for(auto iter = allCameras.begin(); iter != allCameras.end(); ++iter)
- {
- render(*iter);
- ViewportPtr vp = (*iter)->getViewport();
- if(vp != nullptr)
- {
- RenderTargetPtr rt = vp->getTarget();
- if(rt != nullptr)
- rt->swapBuffers(); // TODO - This is wrong as potentially multiple viewports can share a single render target, and swap shouldn't
- // be done for every one of them
- }
- }
- }
- void ForwardRenderer::render(const HCamera& camera)
- {
- vector<HRenderable>::type allRenderables = gSceneManager().getVisibleRenderables(camera);
- DeferredRenderContextPtr renderContext = gApplication().getPrimaryRenderContext();
- renderContext->setViewport(camera->getViewport());
- Matrix4 projMatrixCstm = camera->getProjectionMatrix();
- Matrix4 viewMatrixCstm = camera->getViewMatrix();
- Matrix4 viewProjMatrix = projMatrixCstm * viewMatrixCstm;
- renderContext->clear(camera->getViewport()->getTarget(), FBT_COLOUR | FBT_DEPTH, Color::Blue);
- renderContext->beginFrame();
- // 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(renderContext);
- PassParametersPtr paramsPtr = material->getPassParameters(i);
- pass->bindParameters(renderContext, paramsPtr);
- renderContext->render(mesh->getRenderOperation());
- }
- }
- // Render overlays for this camera
- OverlayManager::instance().render(camera.get(), renderContext);
- renderContext->endFrame();
- // TODO - Sort renderables
- // Render them
- }
- }
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