BsBansheeRenderer.cpp 20 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. using namespace std::placeholders;
  27. namespace BansheeEngine
  28. {
  29. BansheeRenderer::BansheeRenderer()
  30. {
  31. mRenderableRemovedConn = gBsSceneManager().onRenderableRemoved.connect(std::bind(&BansheeRenderer::renderableRemoved, this, _1));
  32. mCameraRemovedConn = gBsSceneManager().onCameraRemoved.connect(std::bind(&BansheeRenderer::cameraRemoved, this, _1));
  33. // Init compatible material params
  34. RendererMaterialParams dx9params("BansheeD3D9RenderSystem", RenType_UnlitUntextured);
  35. // TODO - In a perfect world I would get element size and offsets by creating a dummy version of the param block
  36. // and reading the values.
  37. dx9params.addDataParam(RPS_WorldViewProjTfrm, GPT_VERTEX_PROGRAM, GPDT_MATRIX_4X4, sizeof(Matrix4), 0, 0, RP_AnyPass, RBS_PerObject);
  38. mRenderableMaterialParams.insert(dx9params);
  39. // Init default shaders
  40. mLitTexturedData.defaultShader = getDefaultShader(RenType_LitTextured);
  41. TechniquePtr defaultTechnique = mLitTexturedData.defaultShader->getBestTechnique();
  42. PassPtr defaultPass = defaultTechnique->getPass(0);
  43. const GpuParamDesc& vertParamDesc = defaultPass->getVertexProgram()->getParamDesc();
  44. const GpuParamDesc& fragParamDesc = defaultPass->getFragmentProgram()->getParamDesc();
  45. const Map<String, SHADER_DATA_PARAM_DESC>& dataParams = mLitTexturedData.defaultShader->_getDataParams();
  46. for (auto& param : dataParams)
  47. {
  48. if (param.second.rendererSemantic == BRPS_LightDir)
  49. {
  50. auto iterFind = fragParamDesc.params.find(param.second.gpuVariableName);
  51. if (iterFind == fragParamDesc.params.end())
  52. BS_EXCEPT(InternalErrorException, "Invalid default shader.");
  53. mLitTexturedData.lightDirParamDesc = iterFind->second;
  54. }
  55. else if (param.second.rendererSemantic == BRPS_Time)
  56. {
  57. auto iterFind = vertParamDesc.params.find(param.second.gpuVariableName);
  58. if (iterFind == vertParamDesc.params.end())
  59. BS_EXCEPT(InternalErrorException, "Invalid default shader.");
  60. mLitTexturedData.timeParamDesc = iterFind->second;
  61. }
  62. else if (param.second.rendererSemantic == RPS_WorldViewProjTfrm)
  63. {
  64. auto iterFind = vertParamDesc.params.find(param.second.gpuVariableName);
  65. if (iterFind == vertParamDesc.params.end())
  66. BS_EXCEPT(InternalErrorException, "Invalid default shader.");
  67. mLitTexturedData.wvpParamDesc = iterFind->second;
  68. }
  69. }
  70. const Map<String, SHADER_PARAM_BLOCK_DESC>& paramBlocks = mLitTexturedData.defaultShader->_getParamBlocks();
  71. for (auto& block : paramBlocks)
  72. {
  73. if (block.second.rendererSemantic == RBS_Occassional)
  74. {
  75. auto iterFind = vertParamDesc.paramBlocks.find(block.second.name);
  76. if (iterFind == vertParamDesc.paramBlocks.end())
  77. BS_EXCEPT(InternalErrorException, "Invalid default shader.");
  78. mLitTexturedData.staticParamBlockDesc = iterFind->second;
  79. }
  80. else if (block.second.rendererSemantic == RBS_PerFrame)
  81. {
  82. auto iterFind = fragParamDesc.paramBlocks.find(block.second.name);
  83. if (iterFind == fragParamDesc.paramBlocks.end())
  84. BS_EXCEPT(InternalErrorException, "Invalid default shader.");
  85. mLitTexturedData.perFrameParamBlockDesc = iterFind->second;
  86. }
  87. else if (block.second.rendererSemantic == RBS_PerObject)
  88. {
  89. auto iterFind = vertParamDesc.paramBlocks.find(block.second.name);
  90. if (iterFind == vertParamDesc.paramBlocks.end())
  91. BS_EXCEPT(InternalErrorException, "Invalid default shader.");
  92. mLitTexturedData.perObjectParamBlockDesc = iterFind->second;
  93. }
  94. }
  95. }
  96. BansheeRenderer::~BansheeRenderer()
  97. {
  98. mRenderableRemovedConn.disconnect();
  99. mCameraRemovedConn.disconnect();
  100. }
  101. const String& BansheeRenderer::getName() const
  102. {
  103. static String name = "BansheeRenderer";
  104. return name;
  105. }
  106. ShaderPtr BansheeRenderer::getDefaultShader(RenderableType type) const
  107. {
  108. return nullptr;
  109. }
  110. void BansheeRenderer::addRenderableProxy(RenderableProxyPtr proxy)
  111. {
  112. for (auto& element : proxy->renderableElements)
  113. {
  114. mRenderableElements.push_back(element);
  115. mWorldTransforms.push_back(element->worldTransform);
  116. mWorldBounds.push_back(element->calculateWorldBounds());
  117. element->id = (UINT32)(mRenderableElements.size() - 1);
  118. }
  119. }
  120. void BansheeRenderer::removeRenderableProxy(RenderableProxyPtr proxy)
  121. {
  122. for (auto& element : proxy->renderableElements)
  123. {
  124. assert(mRenderableElements.size() > element->id && element->id >= 0);
  125. if (mRenderableElements.size() == 0)
  126. mRenderableElements.erase(mRenderableElements.begin());
  127. else
  128. {
  129. std::swap(mRenderableElements[element->id], mRenderableElements.back());
  130. mRenderableElements.erase(mRenderableElements.end() - 1);
  131. mRenderableElements[element->id]->id = element->id;
  132. }
  133. }
  134. }
  135. void BansheeRenderer::updateRenderableProxy(RenderableProxyPtr proxy, Matrix4 localToWorld)
  136. {
  137. for (auto& element : proxy->renderableElements)
  138. {
  139. element->worldTransform = localToWorld;
  140. mWorldTransforms[element->id] = localToWorld;
  141. mWorldBounds[element->id] = element->calculateWorldBounds();
  142. }
  143. }
  144. void BansheeRenderer::addCameraProxy(CameraProxyPtr proxy)
  145. {
  146. RenderTargetPtr renderTarget = proxy->viewport.getTarget();
  147. auto findIter = std::find(mRenderTargets.begin(), mRenderTargets.end(), renderTarget);
  148. if (findIter != mRenderTargets.end())
  149. {
  150. proxy->renderQueue = bs_shared_ptr<RenderQueue>();
  151. findIter->cameras.push_back(proxy);
  152. }
  153. else
  154. {
  155. mRenderTargets.push_back(RenderTargetData());
  156. RenderTargetData& renderTargetData = mRenderTargets.back();
  157. proxy->renderQueue = bs_shared_ptr<RenderQueue>();
  158. renderTargetData.cameras.push_back(proxy);
  159. }
  160. // Sort everything based on priority
  161. auto cameraComparer = [&](const CameraProxyPtr& a, const CameraProxyPtr& b) { return a->priority > b->priority; };
  162. auto renderTargetInfoComparer = [&](const RenderTargetData& a, const RenderTargetData& b) { return a.target->getPriority() > b.target->getPriority(); };
  163. std::sort(begin(mRenderTargets), end(mRenderTargets), renderTargetInfoComparer);
  164. for (auto& camerasPerTarget : mRenderTargets)
  165. {
  166. Vector<CameraProxyPtr>& cameras = camerasPerTarget.cameras;
  167. std::sort(begin(cameras), end(cameras), cameraComparer);
  168. }
  169. }
  170. void BansheeRenderer::removeCameraProxy(CameraProxyPtr proxy)
  171. {
  172. RenderTargetPtr renderTarget = proxy->viewport.getTarget();
  173. auto findIter = std::find(mRenderTargets.begin(), mRenderTargets.end(), renderTarget);
  174. if (findIter != mRenderTargets.end())
  175. {
  176. auto findIter2 = std::find(findIter->cameras.begin(), findIter->cameras.end(), proxy);
  177. if (findIter2 != findIter->cameras.end())
  178. {
  179. findIter->cameras.erase(findIter2);
  180. }
  181. if (findIter->cameras.size() == 0)
  182. mRenderTargets.erase(findIter);
  183. }
  184. }
  185. void BansheeRenderer::updateCameraProxy(CameraProxyPtr proxy, Matrix4 viewMatrix)
  186. {
  187. proxy->viewMatrix = viewMatrix;
  188. }
  189. void BansheeRenderer::renderableRemoved(const HRenderable& renderable)
  190. {
  191. if (renderable->_getActiveProxy() != nullptr)
  192. {
  193. mDeletedRenderableProxies.push_back(renderable->_getActiveProxy());
  194. }
  195. }
  196. void BansheeRenderer::cameraRemoved(const HCamera& camera)
  197. {
  198. if (camera->_getActiveProxy() != nullptr)
  199. {
  200. mDeletedCameraProxies.push_back(camera->_getActiveProxy());
  201. }
  202. }
  203. void BansheeRenderer::renderAll()
  204. {
  205. gProfilerCPU().beginSample("renderA");
  206. gBsSceneManager().updateRenderableTransforms();
  207. // Remove proxies from deleted Renderables
  208. for (auto& proxy : mDeletedRenderableProxies)
  209. {
  210. if (proxy != nullptr)
  211. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeRenderableProxy, this, proxy));
  212. }
  213. // Add or update Renderable proxies
  214. const Vector<HRenderable>& allRenderables = gBsSceneManager().getAllRenderables();
  215. Vector<HSceneObject> dirtySceneObjects;
  216. Vector<HRenderable> dirtyRenderables;
  217. for (auto& renderable : allRenderables)
  218. {
  219. bool addedNewProxy = false;
  220. RenderableProxyPtr proxy;
  221. if (!renderable->_isCoreDirty())
  222. {
  223. proxy = renderable->_getActiveProxy();
  224. if (proxy != nullptr)
  225. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeRenderableProxy, this, proxy));
  226. proxy = renderable->_createProxy();
  227. renderable->_setActiveProxy(proxy);
  228. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::addRenderableProxy, this, proxy));
  229. dirtyRenderables.push_back(renderable);
  230. dirtySceneObjects.push_back(renderable->SO());
  231. addedNewProxy = true;
  232. }
  233. else if (!renderable->SO()->_isCoreDirty())
  234. {
  235. proxy = renderable->_getActiveProxy();
  236. assert(proxy != nullptr);
  237. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::updateRenderableProxy, this, proxy, renderable->SO()->getWorldTfrm()));
  238. dirtySceneObjects.push_back(renderable->SO());
  239. }
  240. if (!addedNewProxy)
  241. {
  242. for (UINT32 i = 0; i < (UINT32)proxy->renderableElements.size(); i++)
  243. {
  244. HMaterial mat = renderable->getMaterial(i);
  245. if (mat != nullptr && mat.isLoaded() && mat->_isCoreDirty(MaterialDirtyFlag::Params))
  246. {
  247. Vector<PassParameters> dirtyPassParams;
  248. for (UINT32 j = 0; j < mat->getNumPasses(); j++)
  249. {
  250. PassParametersPtr passParams = mat->getPassParameters(j);
  251. PassParameters dirtyParams;
  252. for (UINT32 k = 0; k < passParams->getNumParams(); k++)
  253. {
  254. GpuParamsPtr params = passParams->getParamByIdx(k);
  255. if (params != nullptr && params->_isCoreDirty())
  256. {
  257. dirtyParams.setParamByIdx(k, params->clone());
  258. params->_markCoreClean();
  259. }
  260. }
  261. dirtyPassParams.push_back(dirtyParams);
  262. }
  263. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::updateMaterialProxy, this, proxy->renderableElements[i]->material, dirtyPassParams));
  264. }
  265. }
  266. }
  267. }
  268. // Mark all renderables as clean (needs to be done after all proxies are updated as
  269. // this will also clean materials & meshes which may be shared, so we don't want to clean them
  270. // too early.
  271. for (auto& renderable : dirtyRenderables)
  272. {
  273. renderable->_markCoreClean();
  274. }
  275. // Remove proxies from deleted Cameras
  276. for (auto& proxy : mDeletedCameraProxies)
  277. {
  278. if (proxy != nullptr)
  279. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeCameraProxy, this, proxy));
  280. }
  281. // Add or update Camera proxies
  282. const Vector<HCamera>& allCameras = gBsSceneManager().getAllCameras();
  283. for (auto& camera : allCameras)
  284. {
  285. if (!camera->_isCoreDirty())
  286. {
  287. CameraProxyPtr proxy = camera->_getActiveProxy();
  288. if (proxy != nullptr)
  289. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeCameraProxy, this, proxy));
  290. proxy = camera->_createProxy();
  291. camera->_setActiveProxy(proxy);
  292. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::addCameraProxy, this, proxy));
  293. camera->_markCoreClean();
  294. dirtySceneObjects.push_back(camera->SO());
  295. }
  296. else if (!camera->SO()->_isCoreDirty())
  297. {
  298. CameraProxyPtr proxy = camera->_getActiveProxy();
  299. assert(proxy != nullptr);
  300. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::updateCameraProxy, this, proxy, camera->getViewMatrix()));
  301. dirtySceneObjects.push_back(camera->SO());
  302. }
  303. }
  304. // Mark scene objects clean
  305. for (auto& dirtySO : dirtySceneObjects)
  306. {
  307. dirtySO->_markCoreClean();
  308. }
  309. // Populate direct draw lists
  310. for (auto& camera : allCameras)
  311. {
  312. DrawListPtr drawList = bs_shared_ptr<DrawList>();
  313. // Get GUI render operations
  314. GUIManager::instance().render(camera->getViewport(), *drawList);
  315. // Get overlay render operations
  316. OverlayManager::instance().render(camera->getViewport(), *drawList);
  317. // Get debug render operations
  318. DrawHelper3D::instance().render(camera, *drawList);
  319. DrawHelper2D::instance().render(camera, *drawList);
  320. // Get any operations from hooked up callbacks
  321. const Viewport* viewportRawPtr = camera->getViewport().get();
  322. auto callbacksForViewport = mRenderCallbacks[viewportRawPtr];
  323. for (auto& callback : callbacksForViewport)
  324. callback(viewportRawPtr, *drawList);
  325. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::setDrawList, camera->_getActiveProxy(), drawList));
  326. }
  327. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::renderAllCore, this));
  328. }
  329. void BansheeRenderer::setDrawList(CameraProxyPtr proxy, DrawListPtr drawList)
  330. {
  331. RenderQueuePtr renderQueue = proxy->renderQueue;
  332. const Vector<DrawOperation>& drawOps = drawList->getDrawOperations();
  333. for (auto& drawOp : drawOps)
  334. {
  335. // TODO - Will I need to check if materials match renderer?
  336. renderQueue->add(drawOp.material->_createProxy(),
  337. drawOp.mesh->_createProxy(drawOp.submeshIdx), drawOp.worldPosition);
  338. }
  339. }
  340. void BansheeRenderer::updateMaterialProxy(MaterialProxyPtr proxy, Vector<PassParameters> dirtyPassParams)
  341. {
  342. assert(proxy->passes.size() == dirtyPassParams.size());
  343. for (UINT32 i = 0; i < (UINT32)proxy->passes.size(); i++)
  344. {
  345. PassParameters& dirtyParams = dirtyPassParams[i];
  346. if (dirtyParams.mVertParams != nullptr)
  347. proxy->passes[i].vertexProgParams = dirtyParams.mVertParams;
  348. if (dirtyParams.mFragParams != nullptr)
  349. proxy->passes[i].fragmentProgParams = dirtyParams.mFragParams;
  350. if (dirtyParams.mGeomParams != nullptr)
  351. proxy->passes[i].geometryProgParams = dirtyParams.mGeomParams;
  352. if (dirtyParams.mHullParams != nullptr)
  353. proxy->passes[i].hullProgParams = dirtyParams.mHullParams;
  354. if (dirtyParams.mDomainParams != nullptr)
  355. proxy->passes[i].domainProgParams = dirtyParams.mDomainParams;
  356. if (dirtyParams.mComputeParams != nullptr)
  357. proxy->passes[i].computeProgParams = dirtyParams.mComputeParams;
  358. }
  359. }
  360. void BansheeRenderer::renderAllCore()
  361. {
  362. THROW_IF_NOT_CORE_THREAD;
  363. // TODO: Perform hardware buffer updates
  364. // For each render type
  365. // - Update static and per-frame gpu buffers update it with new data
  366. // e.g. write lightDir parameter to static buffer and write time parameter to per-frame buffer
  367. // (I will also likely need per-camera buffers later)
  368. // - Go through all RenderableProxies and get their per-object buffers, update them with per-object data
  369. // - Call updateHardwareBuffers() on all params
  370. // - Ensure that when MaterialProxy is added/updated I properly create per-object buffers and hook up
  371. // buffers
  372. // Render everything, target by target
  373. for (auto& renderTargetData : mRenderTargets)
  374. {
  375. RenderTargetPtr target = renderTargetData.target;
  376. Vector<CameraProxyPtr>& cameras = renderTargetData.cameras;
  377. RenderSystem::instance().beginFrame();
  378. for(auto& camera : cameras)
  379. {
  380. Viewport& viewport = camera->viewport;
  381. RenderSystem::instance().setViewport(viewport);
  382. UINT32 clearBuffers = 0;
  383. if(viewport.getRequiresColorClear())
  384. clearBuffers |= FBT_COLOR;
  385. if(viewport.getRequiresDepthClear())
  386. clearBuffers |= FBT_DEPTH;
  387. if(viewport.getRequiresStencilClear())
  388. clearBuffers |= FBT_STENCIL;
  389. if(clearBuffers != 0)
  390. RenderSystem::instance().clearViewport(clearBuffers, viewport.getClearColor(), viewport.getClearDepthValue(), viewport.getClearStencilValue());
  391. render(*camera, camera->renderQueue);
  392. }
  393. RenderSystem::instance().endFrame();
  394. RenderSystem::instance().swapBuffers(target);
  395. }
  396. }
  397. void BansheeRenderer::render(const CameraProxy& cameraProxy, const RenderQueuePtr& renderQueue)
  398. {
  399. THROW_IF_NOT_CORE_THREAD;
  400. RenderSystem& rs = RenderSystem::instance();
  401. if (!cameraProxy.ignoreSceneRenderables)
  402. {
  403. // TODO - Do frustum culling
  404. for (auto& renderableProxy : mRenderableElements)
  405. {
  406. // TODO - Apply world-view-proj matrix
  407. renderQueue->add(renderableProxy->material, renderableProxy->mesh, mWorldBounds[renderableProxy->id].getSphere().getCenter());
  408. }
  409. }
  410. Matrix4 projMatrixCstm = cameraProxy.projMatrix;
  411. Matrix4 viewMatrixCstm = cameraProxy.viewMatrix;
  412. Matrix4 viewProjMatrix = projMatrixCstm * viewMatrixCstm;
  413. renderQueue->sort();
  414. const Vector<RenderQueueElement>& sortedRenderElements = renderQueue->getSortedElements();
  415. for(auto iter = sortedRenderElements.begin(); iter != sortedRenderElements.end(); ++iter)
  416. {
  417. MaterialProxyPtr materialProxy = iter->material;
  418. setPass(materialProxy->passes[iter->passIdx]);
  419. draw(*iter->mesh);
  420. }
  421. }
  422. void BansheeRenderer::setPass(const MaterialProxyPass& pass)
  423. {
  424. THROW_IF_NOT_CORE_THREAD;
  425. RenderSystem& rs = RenderSystem::instance();
  426. if (pass.vertexProg)
  427. {
  428. rs.bindGpuProgram(pass.vertexProg);
  429. rs.bindGpuParams(GPT_VERTEX_PROGRAM, pass.vertexProgParams);
  430. }
  431. else
  432. rs.unbindGpuProgram(GPT_VERTEX_PROGRAM);
  433. if (pass.fragmentProg)
  434. {
  435. rs.bindGpuProgram(pass.fragmentProg);
  436. rs.bindGpuParams(GPT_FRAGMENT_PROGRAM, pass.geometryProgParams);
  437. }
  438. else
  439. rs.unbindGpuProgram(GPT_FRAGMENT_PROGRAM);
  440. if (pass.geometryProg)
  441. {
  442. rs.bindGpuProgram(pass.geometryProg);
  443. rs.bindGpuParams(GPT_GEOMETRY_PROGRAM, pass.geometryProgParams);
  444. }
  445. else
  446. rs.unbindGpuProgram(GPT_GEOMETRY_PROGRAM);
  447. if (pass.hullProg)
  448. {
  449. rs.bindGpuProgram(pass.hullProg);
  450. rs.bindGpuParams(GPT_HULL_PROGRAM, pass.hullProgParams);
  451. }
  452. else
  453. rs.unbindGpuProgram(GPT_HULL_PROGRAM);
  454. if (pass.domainProg)
  455. {
  456. rs.bindGpuProgram(pass.domainProg);
  457. rs.bindGpuParams(GPT_DOMAIN_PROGRAM, pass.domainProgParams);
  458. }
  459. else
  460. rs.unbindGpuProgram(GPT_DOMAIN_PROGRAM);
  461. if (pass.computeProg)
  462. {
  463. rs.bindGpuProgram(pass.computeProg);
  464. rs.bindGpuParams(GPT_COMPUTE_PROGRAM, pass.computeProgParams);
  465. }
  466. else
  467. rs.unbindGpuProgram(GPT_COMPUTE_PROGRAM);
  468. // TODO - Try to limit amount of state changes, if previous state is already the same
  469. // Set up non-texture related pass settings
  470. if (pass.blendState != nullptr)
  471. rs.setBlendState(pass.blendState.getInternalPtr());
  472. else
  473. rs.setBlendState(BlendState::getDefault());
  474. if (pass.depthStencilState != nullptr)
  475. rs.setDepthStencilState(pass.depthStencilState.getInternalPtr(), pass.stencilRefValue);
  476. else
  477. rs.setDepthStencilState(DepthStencilState::getDefault(), pass.stencilRefValue);
  478. if (pass.rasterizerState != nullptr)
  479. rs.setRasterizerState(pass.rasterizerState.getInternalPtr());
  480. else
  481. rs.setRasterizerState(RasterizerState::getDefault());
  482. }
  483. void BansheeRenderer::draw(const MeshProxy& meshProxy)
  484. {
  485. THROW_IF_NOT_CORE_THREAD;
  486. RenderSystem& rs = RenderSystem::instance();
  487. MeshPtr mesh = meshProxy.mesh;
  488. std::shared_ptr<VertexData> vertexData = mesh->_getVertexData();
  489. rs.setVertexDeclaration(vertexData->vertexDeclaration);
  490. auto vertexBuffers = vertexData->getBuffers();
  491. if (vertexBuffers.size() > 0)
  492. {
  493. VertexBufferPtr buffers[MAX_BOUND_VERTEX_BUFFERS];
  494. UINT32 endSlot = 0;
  495. UINT32 startSlot = MAX_BOUND_VERTEX_BUFFERS;
  496. for (auto iter = vertexBuffers.begin(); iter != vertexBuffers.end(); ++iter)
  497. {
  498. if (iter->first >= MAX_BOUND_VERTEX_BUFFERS)
  499. BS_EXCEPT(InvalidParametersException, "Buffer index out of range");
  500. startSlot = std::min(iter->first, startSlot);
  501. endSlot = std::max(iter->first, endSlot);
  502. }
  503. for (auto iter = vertexBuffers.begin(); iter != vertexBuffers.end(); ++iter)
  504. {
  505. buffers[iter->first - startSlot] = iter->second;
  506. }
  507. rs.setVertexBuffers(startSlot, buffers, endSlot - startSlot + 1);
  508. }
  509. SubMesh subMesh = meshProxy.subMesh;
  510. rs.setDrawOperation(subMesh.drawOp);
  511. IndexBufferPtr indexBuffer = mesh->_getIndexBuffer();
  512. UINT32 indexCount = subMesh.indexCount;
  513. if (indexCount == 0)
  514. indexCount = indexBuffer->getNumIndices();
  515. rs.setIndexBuffer(indexBuffer);
  516. rs.drawIndexed(subMesh.indexOffset, indexCount, mesh->_getVertexOffset(), vertexData->vertexCount);
  517. mesh->_notifyUsedOnGPU();
  518. }
  519. }