BsBansheeRenderer.cpp 18 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 "BsDrawHelper2D.h"
  18. #include "BsDrawHelper3D.h"
  19. #include "BsGUIManager.h"
  20. #include "BsCoreThread.h"
  21. #include "BsGpuParams.h"
  22. #include "BsProfilerCPU.h"
  23. #include "BsShader.h"
  24. #include "BsTechnique.h"
  25. #include "BsDrawList.h"
  26. #include "BsHardwareBufferManager.h"
  27. #include "BsGpuParamBlockBuffer.h"
  28. #include "BsShader.h"
  29. #include "BsShaderProxy.h"
  30. #include "BsBansheeLitTexRenderableHandler.h"
  31. #include "BsTime.h"
  32. using namespace std::placeholders;
  33. namespace BansheeEngine
  34. {
  35. BansheeRenderer::BansheeRenderer()
  36. {
  37. mRenderableRemovedConn = gBsSceneManager().onRenderableRemoved.connect(std::bind(&BansheeRenderer::renderableRemoved, this, _1));
  38. mCameraRemovedConn = gBsSceneManager().onCameraRemoved.connect(std::bind(&BansheeRenderer::cameraRemoved, this, _1));
  39. }
  40. BansheeRenderer::~BansheeRenderer()
  41. {
  42. mRenderableRemovedConn.disconnect();
  43. mCameraRemovedConn.disconnect();
  44. }
  45. const String& BansheeRenderer::getName() const
  46. {
  47. static String name = "BansheeRenderer";
  48. return name;
  49. }
  50. void BansheeRenderer::_onActivated()
  51. {
  52. Renderer::_onActivated();
  53. mLitTexHandler = bs_new<LitTexRenderableHandler>();
  54. }
  55. void BansheeRenderer::_onDeactivated()
  56. {
  57. Renderer::_onDeactivated();
  58. if (mLitTexHandler != nullptr)
  59. bs_delete(mLitTexHandler);
  60. }
  61. void BansheeRenderer::addRenderableProxy(RenderableProxyPtr proxy)
  62. {
  63. for (auto& element : proxy->renderableElements)
  64. {
  65. mRenderableElements.push_back(element);
  66. mWorldTransforms.push_back(element->worldTransform);
  67. mWorldBounds.push_back(element->calculateWorldBounds());
  68. element->renderableType = proxy->renderableType;
  69. if (proxy->renderableType == RenType_LitTextured)
  70. element->handler = mLitTexHandler;
  71. else
  72. element->handler = nullptr;
  73. if (element->handler != nullptr)
  74. element->handler->initializeRenderElem(element);
  75. element->id = (UINT32)(mRenderableElements.size() - 1);
  76. }
  77. }
  78. void BansheeRenderer::removeRenderableProxy(RenderableProxyPtr proxy)
  79. {
  80. for (auto& element : proxy->renderableElements)
  81. {
  82. assert(mRenderableElements.size() > element->id && element->id >= 0);
  83. if (mRenderableElements.size() == 0)
  84. mRenderableElements.erase(mRenderableElements.begin());
  85. else
  86. {
  87. std::swap(mRenderableElements[element->id], mRenderableElements.back());
  88. mRenderableElements.erase(mRenderableElements.end() - 1);
  89. mRenderableElements[element->id]->id = element->id;
  90. }
  91. }
  92. }
  93. void BansheeRenderer::updateRenderableProxy(RenderableProxyPtr proxy, Matrix4 localToWorld)
  94. {
  95. for (auto& element : proxy->renderableElements)
  96. {
  97. element->worldTransform = localToWorld;
  98. mWorldTransforms[element->id] = localToWorld;
  99. mWorldBounds[element->id] = element->calculateWorldBounds();
  100. }
  101. }
  102. void BansheeRenderer::addCameraProxy(CameraProxyPtr proxy)
  103. {
  104. RenderTargetPtr renderTarget = proxy->viewport.getTarget();
  105. auto findIter = std::find_if(mRenderTargets.begin(), mRenderTargets.end(), [&](const RenderTargetData& x) { return x.target == renderTarget; });
  106. if (findIter != mRenderTargets.end())
  107. {
  108. proxy->renderQueue = bs_shared_ptr<RenderQueue>();
  109. findIter->cameras.push_back(proxy);
  110. }
  111. else
  112. {
  113. mRenderTargets.push_back(RenderTargetData());
  114. RenderTargetData& renderTargetData = mRenderTargets.back();
  115. proxy->renderQueue = bs_shared_ptr<RenderQueue>();
  116. renderTargetData.target = renderTarget;
  117. renderTargetData.cameras.push_back(proxy);
  118. }
  119. // Sort everything based on priority
  120. auto cameraComparer = [&](const CameraProxyPtr& a, const CameraProxyPtr& b) { return a->priority > b->priority; };
  121. auto renderTargetInfoComparer = [&](const RenderTargetData& a, const RenderTargetData& b) { return a.target->getPriority() > b.target->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 HRenderable& renderable)
  153. {
  154. if (renderable->_getActiveProxy() != nullptr)
  155. {
  156. mDeletedRenderableProxies.push_back(renderable->_getActiveProxy());
  157. }
  158. }
  159. void BansheeRenderer::cameraRemoved(const HCamera& camera)
  160. {
  161. if (camera->_getActiveProxy() != nullptr)
  162. {
  163. mDeletedCameraProxies.push_back(camera->_getActiveProxy());
  164. }
  165. }
  166. void BansheeRenderer::renderAll()
  167. {
  168. gBsSceneManager().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<HRenderable>& allRenderables = gBsSceneManager().getAllRenderables();
  177. Vector<HSceneObject> dirtySceneObjects;
  178. Vector<HRenderable> dirtyRenderables;
  179. for (auto& renderable : allRenderables)
  180. {
  181. bool addedNewProxy = false;
  182. RenderableProxyPtr proxy = renderable->_getActiveProxy();
  183. if (renderable->_isCoreDirty())
  184. {
  185. if (proxy != nullptr)
  186. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeRenderableProxy, this, proxy));
  187. proxy = renderable->_createProxy();
  188. renderable->_setActiveProxy(proxy);
  189. if (proxy != nullptr)
  190. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::addRenderableProxy, this, proxy));
  191. dirtyRenderables.push_back(renderable);
  192. dirtySceneObjects.push_back(renderable->SO());
  193. addedNewProxy = true;
  194. }
  195. else if (renderable->SO()->_isCoreDirty())
  196. {
  197. assert(proxy != nullptr);
  198. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::updateRenderableProxy, this, proxy, renderable->SO()->getWorldTfrm()));
  199. dirtySceneObjects.push_back(renderable->SO());
  200. }
  201. if (!addedNewProxy && proxy != nullptr)
  202. {
  203. for (UINT32 i = 0; i < (UINT32)proxy->renderableElements.size(); i++)
  204. {
  205. HMaterial mat = renderable->getMaterial(i);
  206. if (mat != nullptr && mat.isLoaded() && mat->_isCoreDirty(MaterialDirtyFlag::Params))
  207. {
  208. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::updateMaterialProxy, this, proxy->renderableElements[i]->material, mat->_getDirtyProxyParams()));
  209. mat->_markCoreClean(MaterialDirtyFlag::Params);
  210. }
  211. }
  212. }
  213. }
  214. // Mark all renderables as clean (needs to be done after all proxies are updated as
  215. // this will also clean materials & meshes which may be shared, so we don't want to clean them
  216. // too early.
  217. for (auto& renderable : dirtyRenderables)
  218. {
  219. renderable->_markCoreClean();
  220. }
  221. // Remove proxies from deleted Cameras
  222. for (auto& proxy : mDeletedCameraProxies)
  223. {
  224. if (proxy != nullptr)
  225. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeCameraProxy, this, proxy));
  226. }
  227. // Add or update Camera proxies
  228. const Vector<HCamera>& allCameras = gBsSceneManager().getAllCameras();
  229. for (auto& camera : allCameras)
  230. {
  231. if (camera->_isCoreDirty())
  232. {
  233. CameraProxyPtr proxy = camera->_getActiveProxy();
  234. if (proxy != nullptr)
  235. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeCameraProxy, this, proxy));
  236. proxy = camera->_createProxy();
  237. camera->_setActiveProxy(proxy);
  238. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::addCameraProxy, this, proxy));
  239. camera->_markCoreClean();
  240. dirtySceneObjects.push_back(camera->SO());
  241. }
  242. else if (camera->SO()->_isCoreDirty())
  243. {
  244. CameraProxyPtr proxy = camera->_getActiveProxy();
  245. assert(proxy != nullptr);
  246. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::updateCameraProxy, this,
  247. proxy, camera->SO()->getWorldPosition(), camera->SO()->getWorldTfrm(), camera->getViewMatrix()));
  248. dirtySceneObjects.push_back(camera->SO());
  249. }
  250. }
  251. // Mark scene objects clean
  252. for (auto& dirtySO : dirtySceneObjects)
  253. {
  254. dirtySO->_markCoreClean();
  255. }
  256. // Populate direct draw lists
  257. for (auto& camera : allCameras)
  258. {
  259. DrawListPtr drawList = bs_shared_ptr<DrawList>();
  260. // Get GUI render operations
  261. GUIManager::instance().render(camera->getViewport(), *drawList);
  262. // Get overlay render operations
  263. OverlayManager::instance().render(camera->getViewport(), *drawList);
  264. // Get debug render operations
  265. DrawHelper3D::instance().render(camera, *drawList);
  266. DrawHelper2D::instance().render(camera, *drawList);
  267. // Get any operations from hooked up callbacks
  268. const Viewport* viewportRawPtr = camera->getViewport().get();
  269. auto callbacksForViewport = mRenderCallbacks[viewportRawPtr];
  270. for (auto& callback : callbacksForViewport)
  271. callback(viewportRawPtr, *drawList);
  272. RenderQueuePtr renderQueue = bs_shared_ptr<RenderQueue>();
  273. const Vector<DrawOperation>& drawOps = drawList->getDrawOperations();
  274. for (auto& drawOp : drawOps)
  275. {
  276. if (drawOp.material->_isCoreDirty(MaterialDirtyFlag::Proxy))
  277. {
  278. drawOp.material->_setActiveProxy(drawOp.material->_createProxy());
  279. drawOp.material->_markCoreClean(MaterialDirtyFlag::Proxy);
  280. }
  281. if (drawOp.mesh->_isCoreDirty(MeshDirtyFlag::Proxy))
  282. {
  283. drawOp.mesh->_setActiveProxy(drawOp.submeshIdx, drawOp.mesh->_createProxy(drawOp.submeshIdx));
  284. drawOp.mesh->_markCoreClean(MeshDirtyFlag::Proxy);
  285. }
  286. MaterialProxyPtr materialProxy = drawOp.material->_getActiveProxy();
  287. MeshProxyPtr meshProxy = drawOp.mesh->_getActiveProxy(drawOp.submeshIdx);
  288. float distanceToCamera = (camera->SO()->getPosition() - drawOp.worldPosition).length();
  289. renderQueue->add(materialProxy, meshProxy, distanceToCamera);
  290. }
  291. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::addToRenderQueue, this, camera->_getActiveProxy(), renderQueue));
  292. }
  293. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::renderAllCore, this, gTime().getTime()));
  294. }
  295. void BansheeRenderer::addToRenderQueue(CameraProxyPtr proxy, RenderQueuePtr renderQueue)
  296. {
  297. RenderQueuePtr cameraRenderQueue = proxy->renderQueue;
  298. cameraRenderQueue->add(*renderQueue);
  299. }
  300. void BansheeRenderer::updateMaterialProxy(MaterialProxyPtr proxy, Vector<MaterialProxy::ParamsBindInfo> dirtyParams)
  301. {
  302. for (UINT32 i = 0; i < (UINT32)dirtyParams.size(); i++)
  303. proxy->params[dirtyParams[i].paramsIdx] = dirtyParams[i].params;
  304. for (auto& rendererBuffer : proxy->rendererBuffers)
  305. proxy->params[rendererBuffer.paramsIdx]->setParamBlockBuffer(rendererBuffer.slotIdx, rendererBuffer.buffer);
  306. }
  307. void BansheeRenderer::renderAllCore(float time)
  308. {
  309. THROW_IF_NOT_CORE_THREAD;
  310. // Update global hardware buffers
  311. mLitTexHandler->updateGlobalBuffers(time);
  312. // Render everything, target by target
  313. for (auto& renderTargetData : mRenderTargets)
  314. {
  315. RenderTargetPtr target = renderTargetData.target;
  316. Vector<CameraProxyPtr>& cameras = renderTargetData.cameras;
  317. RenderSystem::instance().beginFrame();
  318. for(auto& camera : cameras)
  319. {
  320. Viewport& viewport = camera->viewport;
  321. RenderSystem::instance().setViewport(viewport);
  322. UINT32 clearBuffers = 0;
  323. if(viewport.getRequiresColorClear())
  324. clearBuffers |= FBT_COLOR;
  325. if(viewport.getRequiresDepthClear())
  326. clearBuffers |= FBT_DEPTH;
  327. if(viewport.getRequiresStencilClear())
  328. clearBuffers |= FBT_STENCIL;
  329. if(clearBuffers != 0)
  330. RenderSystem::instance().clearViewport(clearBuffers, viewport.getClearColor(), viewport.getClearDepthValue(), viewport.getClearStencilValue());
  331. render(*camera, camera->renderQueue);
  332. }
  333. RenderSystem::instance().endFrame();
  334. RenderSystem::instance().swapBuffers(target);
  335. }
  336. }
  337. void BansheeRenderer::render(const CameraProxy& cameraProxy, const RenderQueuePtr& renderQueue)
  338. {
  339. THROW_IF_NOT_CORE_THREAD;
  340. RenderSystem& rs = RenderSystem::instance();
  341. Matrix4 projMatrixCstm = cameraProxy.projMatrix;
  342. Matrix4 viewMatrixCstm = cameraProxy.viewMatrix;
  343. Matrix4 viewProjMatrix = projMatrixCstm * viewMatrixCstm;
  344. if (!cameraProxy.ignoreSceneRenderables)
  345. {
  346. // Update per-object param buffers and queue render elements
  347. for (auto& renderElem : mRenderableElements)
  348. {
  349. if (renderElem->handler != nullptr)
  350. renderElem->handler->bindPerObjectBuffers(renderElem);
  351. if (renderElem->renderableType == RenType_LitTextured)
  352. {
  353. Matrix4 worldViewProjMatrix = viewProjMatrix * mWorldTransforms[renderElem->id];;
  354. mLitTexHandler->updatePerObjectBuffers(renderElem, worldViewProjMatrix);
  355. }
  356. for (auto& param : renderElem->material->params)
  357. {
  358. param->updateHardwareBuffers();
  359. }
  360. // Do frustum culling
  361. // TODO - This is bound to be a bottleneck at some point. When it is ensure that intersect
  362. // methods use vector operations, as it is trivial to update them.
  363. const Sphere& boundingSphere = mWorldBounds[renderElem->id].getSphere();
  364. if (cameraProxy.worldFrustum.intersects(boundingSphere))
  365. {
  366. // More precise with the box
  367. const AABox& boundingBox = mWorldBounds[renderElem->id].getBox();
  368. if (cameraProxy.worldFrustum.intersects(boundingBox))
  369. {
  370. float distanceToCamera = (cameraProxy.worldPosition - boundingBox.getCenter()).length();
  371. renderQueue->add(renderElem, distanceToCamera);
  372. }
  373. }
  374. }
  375. }
  376. renderQueue->sort();
  377. const Vector<RenderQueueElement>& sortedRenderElements = renderQueue->getSortedElements();
  378. for(auto iter = sortedRenderElements.begin(); iter != sortedRenderElements.end(); ++iter)
  379. {
  380. MaterialProxyPtr materialProxy = iter->material;
  381. setPass(materialProxy, iter->passIdx);
  382. draw(*iter->mesh);
  383. }
  384. renderQueue->clear();
  385. }
  386. void BansheeRenderer::setPass(const MaterialProxyPtr& material, UINT32 passIdx)
  387. {
  388. THROW_IF_NOT_CORE_THREAD;
  389. RenderSystem& rs = RenderSystem::instance();
  390. const MaterialProxyPass& pass = material->passes[passIdx];
  391. if (pass.vertexProg)
  392. {
  393. rs.bindGpuProgram(pass.vertexProg);
  394. rs.bindGpuParams(GPT_VERTEX_PROGRAM, material->params[pass.vertexProgParamsIdx]);
  395. }
  396. else
  397. rs.unbindGpuProgram(GPT_VERTEX_PROGRAM);
  398. if (pass.fragmentProg)
  399. {
  400. rs.bindGpuProgram(pass.fragmentProg);
  401. rs.bindGpuParams(GPT_FRAGMENT_PROGRAM, material->params[pass.fragmentProgParamsIdx]);
  402. }
  403. else
  404. rs.unbindGpuProgram(GPT_FRAGMENT_PROGRAM);
  405. if (pass.geometryProg)
  406. {
  407. rs.bindGpuProgram(pass.geometryProg);
  408. rs.bindGpuParams(GPT_GEOMETRY_PROGRAM, material->params[pass.geometryProgParamsIdx]);
  409. }
  410. else
  411. rs.unbindGpuProgram(GPT_GEOMETRY_PROGRAM);
  412. if (pass.hullProg)
  413. {
  414. rs.bindGpuProgram(pass.hullProg);
  415. rs.bindGpuParams(GPT_HULL_PROGRAM, material->params[pass.hullProgParamsIdx]);
  416. }
  417. else
  418. rs.unbindGpuProgram(GPT_HULL_PROGRAM);
  419. if (pass.domainProg)
  420. {
  421. rs.bindGpuProgram(pass.domainProg);
  422. rs.bindGpuParams(GPT_DOMAIN_PROGRAM, material->params[pass.domainProgParamsIdx]);
  423. }
  424. else
  425. rs.unbindGpuProgram(GPT_DOMAIN_PROGRAM);
  426. if (pass.computeProg)
  427. {
  428. rs.bindGpuProgram(pass.computeProg);
  429. rs.bindGpuParams(GPT_COMPUTE_PROGRAM, material->params[pass.computeProgParamsIdx]);
  430. }
  431. else
  432. rs.unbindGpuProgram(GPT_COMPUTE_PROGRAM);
  433. // TODO - Try to limit amount of state changes, if previous state is already the same
  434. // Set up non-texture related pass settings
  435. if (pass.blendState != nullptr)
  436. rs.setBlendState(pass.blendState.getInternalPtr());
  437. else
  438. rs.setBlendState(BlendState::getDefault());
  439. if (pass.depthStencilState != nullptr)
  440. rs.setDepthStencilState(pass.depthStencilState.getInternalPtr(), pass.stencilRefValue);
  441. else
  442. rs.setDepthStencilState(DepthStencilState::getDefault(), pass.stencilRefValue);
  443. if (pass.rasterizerState != nullptr)
  444. rs.setRasterizerState(pass.rasterizerState.getInternalPtr());
  445. else
  446. rs.setRasterizerState(RasterizerState::getDefault());
  447. }
  448. void BansheeRenderer::draw(const MeshProxy& meshProxy)
  449. {
  450. THROW_IF_NOT_CORE_THREAD;
  451. RenderSystem& rs = RenderSystem::instance();
  452. MeshBasePtr mesh;
  453. if (!meshProxy.mesh.expired())
  454. mesh = meshProxy.mesh.lock();
  455. else
  456. return;
  457. std::shared_ptr<VertexData> vertexData = mesh->_getVertexData();
  458. rs.setVertexDeclaration(vertexData->vertexDeclaration);
  459. auto vertexBuffers = vertexData->getBuffers();
  460. if (vertexBuffers.size() > 0)
  461. {
  462. VertexBufferPtr buffers[MAX_BOUND_VERTEX_BUFFERS];
  463. UINT32 endSlot = 0;
  464. UINT32 startSlot = MAX_BOUND_VERTEX_BUFFERS;
  465. for (auto iter = vertexBuffers.begin(); iter != vertexBuffers.end(); ++iter)
  466. {
  467. if (iter->first >= MAX_BOUND_VERTEX_BUFFERS)
  468. BS_EXCEPT(InvalidParametersException, "Buffer index out of range");
  469. startSlot = std::min(iter->first, startSlot);
  470. endSlot = std::max(iter->first, endSlot);
  471. }
  472. for (auto iter = vertexBuffers.begin(); iter != vertexBuffers.end(); ++iter)
  473. {
  474. buffers[iter->first - startSlot] = iter->second;
  475. }
  476. rs.setVertexBuffers(startSlot, buffers, endSlot - startSlot + 1);
  477. }
  478. SubMesh subMesh = meshProxy.subMesh;
  479. rs.setDrawOperation(subMesh.drawOp);
  480. IndexBufferPtr indexBuffer = mesh->_getIndexBuffer();
  481. UINT32 indexCount = subMesh.indexCount;
  482. if (indexCount == 0)
  483. indexCount = indexBuffer->getNumIndices();
  484. rs.setIndexBuffer(indexBuffer);
  485. rs.drawIndexed(subMesh.indexOffset + mesh->_getIndexOffset(), indexCount, mesh->_getVertexOffset(), vertexData->vertexCount);
  486. mesh->_notifyUsedOnGPU();
  487. }
  488. }