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- #include "CmForwardRenderer.h"
- #include "CmCamera.h"
- #include "CmSceneManager.h"
- #include "CmRenderSystemManager.h"
- #include "CmRenderSystem.h"
- #include "CmRenderable.h"
- #include "CmMaterial.h"
- #include "CmMesh.h"
- #include "CmPass.h"
- namespace CamelotEngine
- {
- const String& ForwardRenderer::getName() const
- {
- static String name = "ForwardRenderer";
- return name;
- }
- void ForwardRenderer::renderAll()
- {
- RenderSystem* renderSystem = RenderSystemManager::getActive();
- // TODO - No point in setting these each frame?
- renderSystem->setInvertVertexWinding(false);
- renderSystem->_setDepthBufferParams();
- const vector<CameraPtr>::type& allCameras = gSceneManager().getAllCameras();
- for(auto iter = allCameras.begin(); iter != allCameras.end(); ++iter)
- {
- render(*iter);
- }
- renderSystem->_swapAllRenderTargetBuffers(false);
- }
- void ForwardRenderer::render(const CameraPtr camera)
- {
- vector<RenderablePtr>::type allRenderables = gSceneManager().getVisibleRenderables(camera);
- RenderSystem* renderSystem = RenderSystemManager::getActive();
- renderSystem->_setViewport(camera->getViewport());
- Matrix4 projMatrixCstm = camera->getProjectionMatrix();
- Matrix4 viewMatrixCstm = camera->getViewMatrix();
- Matrix4 viewProjMatrix = projMatrixCstm * viewMatrixCstm;
- renderSystem->clearFrameBuffer(FBT_COLOUR | FBT_DEPTH, Color::Blue);
- renderSystem->_beginFrame();
- // TODO - sort renderables by material/pass/parameters to minimize state changes
- for(auto iter = allRenderables.begin(); iter != allRenderables.end(); ++iter)
- {
- MaterialRef material = (*iter)->getMaterial();
- if(material == nullptr || !material.isResolved())
- continue;
- MeshRef mesh = (*iter)->getMesh();
- if(mesh == nullptr || !mesh.isResolved())
- 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(int i = 0; i < material->getNumPasses(); i++)
- {
- setPass(material->getPass(i));
- material->applyPassParameters(i); // TODO - applyPass method should be more like RenderSystem::applyPass(Material, passIdx)
- renderSystem->_render(mesh->getRenderOperation());
- }
- }
- renderSystem->_endFrame();
- // TODO - Sort renderables
- // Render them
- }
- void ForwardRenderer::setPass(PassPtr pass)
- {
- RenderSystem* renderSystem = RenderSystemManager::getActive();
- GpuProgramRef vertProgram = pass->getVertexProgram();
- if(vertProgram)
- {
- renderSystem->bindGpuProgram(vertProgram->_getBindingDelegate());
- }
- else
- {
- if(renderSystem->isGpuProgramBound(GPT_VERTEX_PROGRAM))
- renderSystem->unbindGpuProgram(GPT_VERTEX_PROGRAM);
- }
- GpuProgramRef fragProgram = pass->getFragmentProgram();
- if(fragProgram)
- {
- renderSystem->bindGpuProgram(fragProgram->_getBindingDelegate());
- }
- else
- {
- if(renderSystem->isGpuProgramBound(GPT_FRAGMENT_PROGRAM))
- renderSystem->unbindGpuProgram(GPT_FRAGMENT_PROGRAM);
- }
- GpuProgramRef geomProgram = pass->getGeometryProgram();
- if(geomProgram)
- {
- renderSystem->bindGpuProgram(geomProgram->_getBindingDelegate());
- }
- else
- {
- if(renderSystem->isGpuProgramBound(GPT_GEOMETRY_PROGRAM))
- renderSystem->unbindGpuProgram(GPT_GEOMETRY_PROGRAM);
- }
- // The rest of the settings are the same no matter whether we use programs or not
- // Set scene blending
- if ( pass->hasSeparateSceneBlending( ) )
- {
- renderSystem->_setSeparateSceneBlending(
- pass->getSourceBlendFactor(), pass->getDestBlendFactor(),
- pass->getSourceBlendFactorAlpha(), pass->getDestBlendFactorAlpha(),
- pass->getSceneBlendingOperation(),
- pass->hasSeparateSceneBlendingOperations() ? pass->getSceneBlendingOperation() : pass->getSceneBlendingOperationAlpha() );
- }
- else
- {
- if(pass->hasSeparateSceneBlendingOperations( ) )
- {
- renderSystem->_setSeparateSceneBlending(
- pass->getSourceBlendFactor(), pass->getDestBlendFactor(),
- pass->getSourceBlendFactor(), pass->getDestBlendFactor(),
- pass->getSceneBlendingOperation(), pass->getSceneBlendingOperationAlpha() );
- }
- else
- {
- renderSystem->_setSceneBlending(
- pass->getSourceBlendFactor(), pass->getDestBlendFactor(), pass->getSceneBlendingOperation() );
- }
- }
- // Set point parameters
- renderSystem->_setPointParameters(
- pass->getPointSize(),
- false,
- false,
- false,
- false,
- pass->getPointMinSize(),
- pass->getPointMaxSize());
- // TODO - Set texture sampler states!
- // TODO - Try to limit amount of state changes, if previous state is already the same (especially with textures)
- // TODO: Disable remaining texture units
- //renderSystem->_disableTextureUnitsFrom(pass->getNumTextureUnitStates());
- // Set up non-texture related material settings
- // Depth buffer settings
- renderSystem->_setDepthBufferFunction(pass->getDepthFunction());
- renderSystem->_setDepthBufferCheckEnabled(pass->getDepthCheckEnabled());
- renderSystem->_setDepthBufferWriteEnabled(pass->getDepthWriteEnabled());
- renderSystem->_setDepthBias(pass->getDepthBiasConstant(), pass->getDepthBiasSlopeScale());
- // Alpha-reject settings
- renderSystem->_setAlphaRejectSettings(
- pass->getAlphaRejectFunction(), pass->getAlphaRejectValue(), pass->isAlphaToCoverageEnabled());
- // Set colour write mode
- // Right now we only use on/off, not per-channel
- bool colWrite = pass->getColourWriteEnabled();
- renderSystem->_setColourBufferWriteEnabled(colWrite, colWrite, colWrite, colWrite);
- // Culling mode
- renderSystem->_setCullingMode(pass->getCullingMode());
- // Polygon mode
- renderSystem->_setPolygonMode(pass->getPolygonMode());
- }
- }
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