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- #include "BsBansheeRenderer.h"
- #include "BsCamera.h"
- #include "BsSceneObject.h"
- #include "BsSceneManager.h"
- #include "BsRenderable.h"
- #include "BsMaterial.h"
- #include "BsMesh.h"
- #include "BsPass.h"
- #include "BsBlendState.h"
- #include "BsRasterizerState.h"
- #include "BsDepthStencilState.h"
- #include "BsCoreApplication.h"
- #include "BsViewport.h"
- #include "BsRenderTarget.h"
- #include "BsRenderQueue.h"
- #include "BsOverlayManager.h"
- #include "BsDrawHelper2D.h"
- #include "BsDrawHelper3D.h"
- #include "BsGUIManager.h"
- #include "BsCoreThread.h"
- #include "BsGpuParams.h"
- #include "BsProfilerCPU.h"
- #include "BsShader.h"
- #include "BsTechnique.h"
- #include "BsDrawList.h"
- using namespace std::placeholders;
- namespace BansheeEngine
- {
- BansheeRenderer::BansheeRenderer()
- {
- mRenderableRemovedConn = gBsSceneManager().onRenderableRemoved.connect(std::bind(&BansheeRenderer::renderableRemoved, this, _1));
- mCameraRemovedConn = gBsSceneManager().onCameraRemoved.connect(std::bind(&BansheeRenderer::cameraRemoved, this, _1));
- // Init compatible material params
- RendererMaterialParams dx9params("BansheeD3D9RenderSystem", RenType_UnlitUntextured);
- // TODO - In a perfect world I would get element size and offsets by creating a dummy version of the param block
- // and reading the values.
- dx9params.addDataParam(RPS_WorldViewProjTfrm, GPT_VERTEX_PROGRAM, GPDT_MATRIX_4X4, sizeof(Matrix4), 0, 0, RP_AnyPass, RBS_PerObject);
- mRenderableMaterialParams.insert(dx9params);
- // Init default shaders
- mLitTexturedData.defaultShader = getDefaultShader(RenType_LitTextured);
- TechniquePtr defaultTechnique = mLitTexturedData.defaultShader->getBestTechnique();
- PassPtr defaultPass = defaultTechnique->getPass(0);
- const GpuParamDesc& vertParamDesc = defaultPass->getVertexProgram()->getParamDesc();
- const GpuParamDesc& fragParamDesc = defaultPass->getFragmentProgram()->getParamDesc();
- const Map<String, SHADER_DATA_PARAM_DESC>& dataParams = mLitTexturedData.defaultShader->_getDataParams();
- for (auto& param : dataParams)
- {
- if (param.second.rendererSemantic == BRPS_LightDir)
- {
- auto iterFind = fragParamDesc.params.find(param.second.gpuVariableName);
- if (iterFind == fragParamDesc.params.end())
- BS_EXCEPT(InternalErrorException, "Invalid default shader.");
- mLitTexturedData.lightDirParamDesc = iterFind->second;
- }
- else if (param.second.rendererSemantic == BRPS_Time)
- {
- auto iterFind = vertParamDesc.params.find(param.second.gpuVariableName);
- if (iterFind == vertParamDesc.params.end())
- BS_EXCEPT(InternalErrorException, "Invalid default shader.");
- mLitTexturedData.timeParamDesc = iterFind->second;
- }
- else if (param.second.rendererSemantic == RPS_WorldViewProjTfrm)
- {
- auto iterFind = vertParamDesc.params.find(param.second.gpuVariableName);
- if (iterFind == vertParamDesc.params.end())
- BS_EXCEPT(InternalErrorException, "Invalid default shader.");
- mLitTexturedData.wvpParamDesc = iterFind->second;
- }
- }
- const Map<String, SHADER_PARAM_BLOCK_DESC>& paramBlocks = mLitTexturedData.defaultShader->_getParamBlocks();
- for (auto& block : paramBlocks)
- {
- if (block.second.rendererSemantic == RBS_Occassional)
- {
- auto iterFind = vertParamDesc.paramBlocks.find(block.second.name);
- if (iterFind == vertParamDesc.paramBlocks.end())
- BS_EXCEPT(InternalErrorException, "Invalid default shader.");
- mLitTexturedData.staticParamBlockDesc = iterFind->second;
- }
- else if (block.second.rendererSemantic == RBS_PerFrame)
- {
- auto iterFind = fragParamDesc.paramBlocks.find(block.second.name);
- if (iterFind == fragParamDesc.paramBlocks.end())
- BS_EXCEPT(InternalErrorException, "Invalid default shader.");
- mLitTexturedData.perFrameParamBlockDesc = iterFind->second;
- }
- else if (block.second.rendererSemantic == RBS_PerObject)
- {
- auto iterFind = vertParamDesc.paramBlocks.find(block.second.name);
- if (iterFind == vertParamDesc.paramBlocks.end())
- BS_EXCEPT(InternalErrorException, "Invalid default shader.");
- mLitTexturedData.perObjectParamBlockDesc = iterFind->second;
- }
- }
- }
- BansheeRenderer::~BansheeRenderer()
- {
- mRenderableRemovedConn.disconnect();
- mCameraRemovedConn.disconnect();
- }
- const String& BansheeRenderer::getName() const
- {
- static String name = "BansheeRenderer";
- return name;
- }
- ShaderPtr BansheeRenderer::getDefaultShader(RenderableType type) const
- {
- return nullptr;
- }
- void BansheeRenderer::addRenderableProxy(RenderableProxyPtr proxy)
- {
- for (auto& element : proxy->renderableElements)
- {
- mRenderableElements.push_back(element);
- mWorldTransforms.push_back(element->worldTransform);
- mWorldBounds.push_back(element->calculateWorldBounds());
- element->id = (UINT32)(mRenderableElements.size() - 1);
- }
- }
- void BansheeRenderer::removeRenderableProxy(RenderableProxyPtr proxy)
- {
- for (auto& element : proxy->renderableElements)
- {
- assert(mRenderableElements.size() > element->id && element->id >= 0);
- if (mRenderableElements.size() == 0)
- mRenderableElements.erase(mRenderableElements.begin());
- else
- {
- std::swap(mRenderableElements[element->id], mRenderableElements.back());
- mRenderableElements.erase(mRenderableElements.end() - 1);
- mRenderableElements[element->id]->id = element->id;
- }
- }
- }
- void BansheeRenderer::updateRenderableProxy(RenderableProxyPtr proxy, Matrix4 localToWorld)
- {
- for (auto& element : proxy->renderableElements)
- {
- element->worldTransform = localToWorld;
- mWorldTransforms[element->id] = localToWorld;
- mWorldBounds[element->id] = element->calculateWorldBounds();
- }
- }
- void BansheeRenderer::addCameraProxy(CameraProxyPtr proxy)
- {
- RenderTargetPtr renderTarget = proxy->viewport.getTarget();
- auto findIter = std::find(mRenderTargets.begin(), mRenderTargets.end(), renderTarget);
- if (findIter != mRenderTargets.end())
- {
- proxy->renderQueue = bs_shared_ptr<RenderQueue>();
- findIter->cameras.push_back(proxy);
- }
- else
- {
- mRenderTargets.push_back(RenderTargetData());
- RenderTargetData& renderTargetData = mRenderTargets.back();
- proxy->renderQueue = bs_shared_ptr<RenderQueue>();
- renderTargetData.cameras.push_back(proxy);
- }
- // Sort everything based on priority
- auto cameraComparer = [&](const CameraProxyPtr& a, const CameraProxyPtr& b) { return a->priority > b->priority; };
- auto renderTargetInfoComparer = [&](const RenderTargetData& a, const RenderTargetData& b) { return a.target->getPriority() > b.target->getPriority(); };
- std::sort(begin(mRenderTargets), end(mRenderTargets), renderTargetInfoComparer);
- for (auto& camerasPerTarget : mRenderTargets)
- {
- Vector<CameraProxyPtr>& cameras = camerasPerTarget.cameras;
- std::sort(begin(cameras), end(cameras), cameraComparer);
- }
- }
- void BansheeRenderer::removeCameraProxy(CameraProxyPtr proxy)
- {
- RenderTargetPtr renderTarget = proxy->viewport.getTarget();
- auto findIter = std::find(mRenderTargets.begin(), mRenderTargets.end(), renderTarget);
- if (findIter != mRenderTargets.end())
- {
- auto findIter2 = std::find(findIter->cameras.begin(), findIter->cameras.end(), proxy);
- if (findIter2 != findIter->cameras.end())
- {
- findIter->cameras.erase(findIter2);
- }
- if (findIter->cameras.size() == 0)
- mRenderTargets.erase(findIter);
- }
- }
- void BansheeRenderer::updateCameraProxy(CameraProxyPtr proxy, Matrix4 viewMatrix)
- {
- proxy->viewMatrix = viewMatrix;
- }
- void BansheeRenderer::renderableRemoved(const HRenderable& renderable)
- {
- if (renderable->_getActiveProxy() != nullptr)
- {
- mDeletedRenderableProxies.push_back(renderable->_getActiveProxy());
- }
- }
- void BansheeRenderer::cameraRemoved(const HCamera& camera)
- {
- if (camera->_getActiveProxy() != nullptr)
- {
- mDeletedCameraProxies.push_back(camera->_getActiveProxy());
- }
- }
- void BansheeRenderer::renderAll()
- {
- gProfilerCPU().beginSample("renderA");
- gBsSceneManager().updateRenderableTransforms();
- // Remove proxies from deleted Renderables
- for (auto& proxy : mDeletedRenderableProxies)
- {
- if (proxy != nullptr)
- gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeRenderableProxy, this, proxy));
- }
- // Add or update Renderable proxies
- const Vector<HRenderable>& allRenderables = gBsSceneManager().getAllRenderables();
- Vector<HSceneObject> dirtySceneObjects;
- Vector<HRenderable> dirtyRenderables;
- for (auto& renderable : allRenderables)
- {
- bool addedNewProxy = false;
- RenderableProxyPtr proxy;
- if (!renderable->_isCoreDirty())
- {
- proxy = renderable->_getActiveProxy();
- if (proxy != nullptr)
- gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeRenderableProxy, this, proxy));
- proxy = renderable->_createProxy();
- renderable->_setActiveProxy(proxy);
- gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::addRenderableProxy, this, proxy));
- dirtyRenderables.push_back(renderable);
- dirtySceneObjects.push_back(renderable->SO());
- addedNewProxy = true;
- }
- else if (!renderable->SO()->_isCoreDirty())
- {
- proxy = renderable->_getActiveProxy();
- assert(proxy != nullptr);
- gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::updateRenderableProxy, this, proxy, renderable->SO()->getWorldTfrm()));
- dirtySceneObjects.push_back(renderable->SO());
- }
- if (!addedNewProxy)
- {
- for (UINT32 i = 0; i < (UINT32)proxy->renderableElements.size(); i++)
- {
- HMaterial mat = renderable->getMaterial(i);
- if (mat != nullptr && mat.isLoaded() && mat->_isCoreDirty(MaterialDirtyFlag::Params))
- {
- Vector<PassParameters> dirtyPassParams;
- for (UINT32 j = 0; j < mat->getNumPasses(); j++)
- {
- PassParametersPtr passParams = mat->getPassParameters(j);
- PassParameters dirtyParams;
- for (UINT32 k = 0; k < passParams->getNumParams(); k++)
- {
- GpuParamsPtr params = passParams->getParamByIdx(k);
- if (params != nullptr && params->_isCoreDirty())
- {
- dirtyParams.setParamByIdx(k, params->clone());
- params->_markCoreClean();
- }
- }
- dirtyPassParams.push_back(dirtyParams);
- }
-
- gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::updateMaterialProxy, this, proxy->renderableElements[i]->material, dirtyPassParams));
- }
- }
- }
- }
- // Mark all renderables as clean (needs to be done after all proxies are updated as
- // this will also clean materials & meshes which may be shared, so we don't want to clean them
- // too early.
- for (auto& renderable : dirtyRenderables)
- {
- renderable->_markCoreClean();
- }
- // Remove proxies from deleted Cameras
- for (auto& proxy : mDeletedCameraProxies)
- {
- if (proxy != nullptr)
- gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeCameraProxy, this, proxy));
- }
- // Add or update Camera proxies
- const Vector<HCamera>& allCameras = gBsSceneManager().getAllCameras();
- for (auto& camera : allCameras)
- {
- if (!camera->_isCoreDirty())
- {
- CameraProxyPtr proxy = camera->_getActiveProxy();
- if (proxy != nullptr)
- gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeCameraProxy, this, proxy));
- proxy = camera->_createProxy();
- camera->_setActiveProxy(proxy);
- gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::addCameraProxy, this, proxy));
- camera->_markCoreClean();
- dirtySceneObjects.push_back(camera->SO());
- }
- else if (!camera->SO()->_isCoreDirty())
- {
- CameraProxyPtr proxy = camera->_getActiveProxy();
- assert(proxy != nullptr);
- gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::updateCameraProxy, this, proxy, camera->getViewMatrix()));
- dirtySceneObjects.push_back(camera->SO());
- }
- }
- // Mark scene objects clean
- for (auto& dirtySO : dirtySceneObjects)
- {
- dirtySO->_markCoreClean();
- }
- // Populate direct draw lists
- for (auto& camera : allCameras)
- {
- DrawListPtr drawList = bs_shared_ptr<DrawList>();
- // Get GUI render operations
- GUIManager::instance().render(camera->getViewport(), *drawList);
- // Get overlay render operations
- OverlayManager::instance().render(camera->getViewport(), *drawList);
- // Get debug render operations
- DrawHelper3D::instance().render(camera, *drawList);
- DrawHelper2D::instance().render(camera, *drawList);
- // Get any operations from hooked up callbacks
- const Viewport* viewportRawPtr = camera->getViewport().get();
- auto callbacksForViewport = mRenderCallbacks[viewportRawPtr];
- for (auto& callback : callbacksForViewport)
- callback(viewportRawPtr, *drawList);
- gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::setDrawList, camera->_getActiveProxy(), drawList));
- }
- gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::renderAllCore, this));
- }
- void BansheeRenderer::setDrawList(CameraProxyPtr proxy, DrawListPtr drawList)
- {
- RenderQueuePtr renderQueue = proxy->renderQueue;
- const Vector<DrawOperation>& drawOps = drawList->getDrawOperations();
- for (auto& drawOp : drawOps)
- {
- // TODO - Will I need to check if materials match renderer?
- renderQueue->add(drawOp.material->_createProxy(),
- drawOp.mesh->_createProxy(drawOp.submeshIdx), drawOp.worldPosition);
- }
- }
- void BansheeRenderer::updateMaterialProxy(MaterialProxyPtr proxy, Vector<PassParameters> dirtyPassParams)
- {
- assert(proxy->passes.size() == dirtyPassParams.size());
- for (UINT32 i = 0; i < (UINT32)proxy->passes.size(); i++)
- {
- PassParameters& dirtyParams = dirtyPassParams[i];
- if (dirtyParams.mVertParams != nullptr)
- proxy->passes[i].vertexProgParams = dirtyParams.mVertParams;
- if (dirtyParams.mFragParams != nullptr)
- proxy->passes[i].fragmentProgParams = dirtyParams.mFragParams;
- if (dirtyParams.mGeomParams != nullptr)
- proxy->passes[i].geometryProgParams = dirtyParams.mGeomParams;
- if (dirtyParams.mHullParams != nullptr)
- proxy->passes[i].hullProgParams = dirtyParams.mHullParams;
- if (dirtyParams.mDomainParams != nullptr)
- proxy->passes[i].domainProgParams = dirtyParams.mDomainParams;
- if (dirtyParams.mComputeParams != nullptr)
- proxy->passes[i].computeProgParams = dirtyParams.mComputeParams;
- }
- }
- void BansheeRenderer::renderAllCore()
- {
- THROW_IF_NOT_CORE_THREAD;
- // TODO: Perform hardware buffer updates
- // For each render type
- // - Update static and per-frame gpu buffers update it with new data
- // e.g. write lightDir parameter to static buffer and write time parameter to per-frame buffer
- // (I will also likely need per-camera buffers later)
- // - Go through all RenderableProxies and get their per-object buffers, update them with per-object data
- // - Call updateHardwareBuffers() on all params
- // - Ensure that when MaterialProxy is added/updated I properly create per-object buffers and hook up
- // buffers
- // Render everything, target by target
- for (auto& renderTargetData : mRenderTargets)
- {
- RenderTargetPtr target = renderTargetData.target;
- Vector<CameraProxyPtr>& cameras = renderTargetData.cameras;
- RenderSystem::instance().beginFrame();
- for(auto& camera : cameras)
- {
- Viewport& viewport = camera->viewport;
- RenderSystem::instance().setViewport(viewport);
- UINT32 clearBuffers = 0;
- if(viewport.getRequiresColorClear())
- clearBuffers |= FBT_COLOR;
- if(viewport.getRequiresDepthClear())
- clearBuffers |= FBT_DEPTH;
- if(viewport.getRequiresStencilClear())
- clearBuffers |= FBT_STENCIL;
- if(clearBuffers != 0)
- RenderSystem::instance().clearViewport(clearBuffers, viewport.getClearColor(), viewport.getClearDepthValue(), viewport.getClearStencilValue());
- render(*camera, camera->renderQueue);
- }
- RenderSystem::instance().endFrame();
- RenderSystem::instance().swapBuffers(target);
- }
- }
- void BansheeRenderer::render(const CameraProxy& cameraProxy, const RenderQueuePtr& renderQueue)
- {
- THROW_IF_NOT_CORE_THREAD;
- RenderSystem& rs = RenderSystem::instance();
- if (!cameraProxy.ignoreSceneRenderables)
- {
- // TODO - Do frustum culling
- for (auto& renderableProxy : mRenderableElements)
- {
- // TODO - Apply world-view-proj matrix
- renderQueue->add(renderableProxy->material, renderableProxy->mesh, mWorldBounds[renderableProxy->id].getSphere().getCenter());
-
- }
- }
- Matrix4 projMatrixCstm = cameraProxy.projMatrix;
- Matrix4 viewMatrixCstm = cameraProxy.viewMatrix;
- Matrix4 viewProjMatrix = projMatrixCstm * viewMatrixCstm;
- renderQueue->sort();
- const Vector<RenderQueueElement>& sortedRenderElements = renderQueue->getSortedElements();
- for(auto iter = sortedRenderElements.begin(); iter != sortedRenderElements.end(); ++iter)
- {
- MaterialProxyPtr materialProxy = iter->material;
- setPass(materialProxy->passes[iter->passIdx]);
- draw(*iter->mesh);
- }
- }
- void BansheeRenderer::setPass(const MaterialProxyPass& pass)
- {
- THROW_IF_NOT_CORE_THREAD;
- RenderSystem& rs = RenderSystem::instance();
- if (pass.vertexProg)
- {
- rs.bindGpuProgram(pass.vertexProg);
- rs.bindGpuParams(GPT_VERTEX_PROGRAM, pass.vertexProgParams);
- }
- else
- rs.unbindGpuProgram(GPT_VERTEX_PROGRAM);
- if (pass.fragmentProg)
- {
- rs.bindGpuProgram(pass.fragmentProg);
- rs.bindGpuParams(GPT_FRAGMENT_PROGRAM, pass.geometryProgParams);
- }
- else
- rs.unbindGpuProgram(GPT_FRAGMENT_PROGRAM);
- if (pass.geometryProg)
- {
- rs.bindGpuProgram(pass.geometryProg);
- rs.bindGpuParams(GPT_GEOMETRY_PROGRAM, pass.geometryProgParams);
- }
- else
- rs.unbindGpuProgram(GPT_GEOMETRY_PROGRAM);
- if (pass.hullProg)
- {
- rs.bindGpuProgram(pass.hullProg);
- rs.bindGpuParams(GPT_HULL_PROGRAM, pass.hullProgParams);
- }
- else
- rs.unbindGpuProgram(GPT_HULL_PROGRAM);
- if (pass.domainProg)
- {
- rs.bindGpuProgram(pass.domainProg);
- rs.bindGpuParams(GPT_DOMAIN_PROGRAM, pass.domainProgParams);
- }
- else
- rs.unbindGpuProgram(GPT_DOMAIN_PROGRAM);
- if (pass.computeProg)
- {
- rs.bindGpuProgram(pass.computeProg);
- rs.bindGpuParams(GPT_COMPUTE_PROGRAM, pass.computeProgParams);
- }
- else
- rs.unbindGpuProgram(GPT_COMPUTE_PROGRAM);
- // TODO - Try to limit amount of state changes, if previous state is already the same
- // Set up non-texture related pass settings
- if (pass.blendState != nullptr)
- rs.setBlendState(pass.blendState.getInternalPtr());
- else
- rs.setBlendState(BlendState::getDefault());
- if (pass.depthStencilState != nullptr)
- rs.setDepthStencilState(pass.depthStencilState.getInternalPtr(), pass.stencilRefValue);
- else
- rs.setDepthStencilState(DepthStencilState::getDefault(), pass.stencilRefValue);
- if (pass.rasterizerState != nullptr)
- rs.setRasterizerState(pass.rasterizerState.getInternalPtr());
- else
- rs.setRasterizerState(RasterizerState::getDefault());
- }
- void BansheeRenderer::draw(const MeshProxy& meshProxy)
- {
- THROW_IF_NOT_CORE_THREAD;
- RenderSystem& rs = RenderSystem::instance();
- MeshPtr mesh = meshProxy.mesh;
- std::shared_ptr<VertexData> vertexData = mesh->_getVertexData();
- rs.setVertexDeclaration(vertexData->vertexDeclaration);
- auto vertexBuffers = vertexData->getBuffers();
- if (vertexBuffers.size() > 0)
- {
- VertexBufferPtr buffers[MAX_BOUND_VERTEX_BUFFERS];
- UINT32 endSlot = 0;
- UINT32 startSlot = MAX_BOUND_VERTEX_BUFFERS;
- for (auto iter = vertexBuffers.begin(); iter != vertexBuffers.end(); ++iter)
- {
- if (iter->first >= MAX_BOUND_VERTEX_BUFFERS)
- BS_EXCEPT(InvalidParametersException, "Buffer index out of range");
- startSlot = std::min(iter->first, startSlot);
- endSlot = std::max(iter->first, endSlot);
- }
- for (auto iter = vertexBuffers.begin(); iter != vertexBuffers.end(); ++iter)
- {
- buffers[iter->first - startSlot] = iter->second;
- }
- rs.setVertexBuffers(startSlot, buffers, endSlot - startSlot + 1);
- }
- SubMesh subMesh = meshProxy.subMesh;
- rs.setDrawOperation(subMesh.drawOp);
- IndexBufferPtr indexBuffer = mesh->_getIndexBuffer();
- UINT32 indexCount = subMesh.indexCount;
- if (indexCount == 0)
- indexCount = indexBuffer->getNumIndices();
- rs.setIndexBuffer(indexBuffer);
- rs.drawIndexed(subMesh.indexOffset, indexCount, mesh->_getVertexOffset(), vertexData->vertexCount);
- mesh->_notifyUsedOnGPU();
- }
- }
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