CmForwardRenderer.cpp 5.9 KB

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  1. #include "CmForwardRenderer.h"
  2. #include "CmCamera.h"
  3. #include "CmSceneManager.h"
  4. #include "CmRenderSystemManager.h"
  5. #include "CmRenderSystem.h"
  6. #include "CmRenderable.h"
  7. #include "CmMaterial.h"
  8. #include "CmMesh.h"
  9. #include "CmPass.h"
  10. namespace CamelotEngine
  11. {
  12. const String& ForwardRenderer::getName() const
  13. {
  14. static String name = "ForwardRenderer";
  15. return name;
  16. }
  17. void ForwardRenderer::renderAll()
  18. {
  19. RenderSystem* renderSystem = RenderSystemManager::getActive();
  20. // TODO - No point in setting these each frame?
  21. renderSystem->setInvertVertexWinding(false);
  22. renderSystem->_setDepthBufferParams();
  23. const vector<CameraPtr>::type& allCameras = gSceneManager().getAllCameras();
  24. for(auto iter = allCameras.begin(); iter != allCameras.end(); ++iter)
  25. {
  26. render(*iter);
  27. }
  28. renderSystem->_swapAllRenderTargetBuffers(false);
  29. }
  30. void ForwardRenderer::render(const CameraPtr camera)
  31. {
  32. vector<RenderablePtr>::type allRenderables = gSceneManager().getVisibleRenderables(camera);
  33. RenderSystem* renderSystem = RenderSystemManager::getActive();
  34. renderSystem->_setViewport(camera->getViewport());
  35. Matrix4 projMatrixCstm = camera->getProjectionMatrix();
  36. Matrix4 viewMatrixCstm = camera->getViewMatrix();
  37. Matrix4 viewProjMatrix = projMatrixCstm * viewMatrixCstm;
  38. renderSystem->clearFrameBuffer(FBT_COLOUR | FBT_DEPTH, Color::Blue);
  39. renderSystem->_beginFrame();
  40. // TODO - sort renderables by material/pass/parameters to minimize state changes
  41. for(auto iter = allRenderables.begin(); iter != allRenderables.end(); ++iter)
  42. {
  43. MaterialRef material = (*iter)->getMaterial();
  44. if(material == nullptr || !material.isResolved())
  45. continue;
  46. MeshRef mesh = (*iter)->getMesh();
  47. if(mesh == nullptr || !mesh.isResolved())
  48. continue;
  49. // TODO - Renderer should ensure shader is compatible with it, and it contains all the needed parameters
  50. // (probably at an earlier stage). e.g. I want the user to be warned if the shader doesn't contain matViewProjection param
  51. // (or should we just ignore such missing parameters?)
  52. material->setMat4("matViewProjection", viewProjMatrix);
  53. for(int i = 0; i < material->getNumPasses(); i++)
  54. {
  55. setPass(material->getPass(i));
  56. material->applyPassParameters(i); // TODO - applyPass method should be more like RenderSystem::applyPass(Material, passIdx)
  57. renderSystem->_render(mesh->getRenderOperation());
  58. }
  59. }
  60. renderSystem->_endFrame();
  61. // TODO - Sort renderables
  62. // Render them
  63. }
  64. void ForwardRenderer::setPass(PassPtr pass)
  65. {
  66. RenderSystem* renderSystem = RenderSystemManager::getActive();
  67. GpuProgramRef vertProgram = pass->getVertexProgram();
  68. if(vertProgram)
  69. {
  70. renderSystem->bindGpuProgram(vertProgram->_getBindingDelegate());
  71. }
  72. else
  73. {
  74. if(renderSystem->isGpuProgramBound(GPT_VERTEX_PROGRAM))
  75. renderSystem->unbindGpuProgram(GPT_VERTEX_PROGRAM);
  76. }
  77. GpuProgramRef fragProgram = pass->getFragmentProgram();
  78. if(fragProgram)
  79. {
  80. renderSystem->bindGpuProgram(fragProgram->_getBindingDelegate());
  81. }
  82. else
  83. {
  84. if(renderSystem->isGpuProgramBound(GPT_FRAGMENT_PROGRAM))
  85. renderSystem->unbindGpuProgram(GPT_FRAGMENT_PROGRAM);
  86. }
  87. GpuProgramRef geomProgram = pass->getGeometryProgram();
  88. if(geomProgram)
  89. {
  90. renderSystem->bindGpuProgram(geomProgram->_getBindingDelegate());
  91. }
  92. else
  93. {
  94. if(renderSystem->isGpuProgramBound(GPT_GEOMETRY_PROGRAM))
  95. renderSystem->unbindGpuProgram(GPT_GEOMETRY_PROGRAM);
  96. }
  97. // The rest of the settings are the same no matter whether we use programs or not
  98. // Set scene blending
  99. if ( pass->hasSeparateSceneBlending( ) )
  100. {
  101. renderSystem->_setSeparateSceneBlending(
  102. pass->getSourceBlendFactor(), pass->getDestBlendFactor(),
  103. pass->getSourceBlendFactorAlpha(), pass->getDestBlendFactorAlpha(),
  104. pass->getSceneBlendingOperation(),
  105. pass->hasSeparateSceneBlendingOperations() ? pass->getSceneBlendingOperation() : pass->getSceneBlendingOperationAlpha() );
  106. }
  107. else
  108. {
  109. if(pass->hasSeparateSceneBlendingOperations( ) )
  110. {
  111. renderSystem->_setSeparateSceneBlending(
  112. pass->getSourceBlendFactor(), pass->getDestBlendFactor(),
  113. pass->getSourceBlendFactor(), pass->getDestBlendFactor(),
  114. pass->getSceneBlendingOperation(), pass->getSceneBlendingOperationAlpha() );
  115. }
  116. else
  117. {
  118. renderSystem->_setSceneBlending(
  119. pass->getSourceBlendFactor(), pass->getDestBlendFactor(), pass->getSceneBlendingOperation() );
  120. }
  121. }
  122. // Set point parameters
  123. renderSystem->_setPointParameters(
  124. pass->getPointSize(),
  125. false,
  126. false,
  127. false,
  128. false,
  129. pass->getPointMinSize(),
  130. pass->getPointMaxSize());
  131. // TODO - Set texture sampler states!
  132. // TODO - Try to limit amount of state changes, if previous state is already the same (especially with textures)
  133. // TODO: Disable remaining texture units
  134. //renderSystem->_disableTextureUnitsFrom(pass->getNumTextureUnitStates());
  135. // Set up non-texture related material settings
  136. // Depth buffer settings
  137. renderSystem->_setDepthBufferFunction(pass->getDepthFunction());
  138. renderSystem->_setDepthBufferCheckEnabled(pass->getDepthCheckEnabled());
  139. renderSystem->_setDepthBufferWriteEnabled(pass->getDepthWriteEnabled());
  140. renderSystem->_setDepthBias(pass->getDepthBiasConstant(), pass->getDepthBiasSlopeScale());
  141. // Alpha-reject settings
  142. renderSystem->_setAlphaRejectSettings(
  143. pass->getAlphaRejectFunction(), pass->getAlphaRejectValue(), pass->isAlphaToCoverageEnabled());
  144. // Set colour write mode
  145. // Right now we only use on/off, not per-channel
  146. bool colWrite = pass->getColourWriteEnabled();
  147. renderSystem->_setColourBufferWriteEnabled(colWrite, colWrite, colWrite, colWrite);
  148. // Culling mode
  149. renderSystem->_setCullingMode(pass->getCullingMode());
  150. // Polygon mode
  151. renderSystem->_setPolygonMode(pass->getPolygonMode());
  152. }
  153. }