BsBansheeRenderer.cpp 15 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 "BsGUIManager.h"
  18. #include "BsCoreThread.h"
  19. #include "BsGpuParams.h"
  20. #include "BsProfilerCPU.h"
  21. #include "BsShader.h"
  22. #include "BsTechnique.h"
  23. #include "BsDrawList.h"
  24. #include "BsHardwareBufferManager.h"
  25. #include "BsGpuParamBlockBuffer.h"
  26. #include "BsShader.h"
  27. #include "BsBansheeLitTexRenderableController.h"
  28. #include "BsTime.h"
  29. #include "BsFrameAlloc.h"
  30. using namespace std::placeholders;
  31. namespace BansheeEngine
  32. {
  33. BansheeRenderer::BansheeRenderer()
  34. {
  35. mRenderableRemovedConn = gSceneManager().onRenderableRemoved.connect(std::bind(&BansheeRenderer::renderableRemoved, this, _1));
  36. mCameraRemovedConn = gSceneManager().onCameraRemoved.connect(std::bind(&BansheeRenderer::cameraRemoved, this, _1));
  37. }
  38. BansheeRenderer::~BansheeRenderer()
  39. {
  40. mRenderableRemovedConn.disconnect();
  41. mCameraRemovedConn.disconnect();
  42. }
  43. const String& BansheeRenderer::getName() const
  44. {
  45. static String name = "BansheeRenderer";
  46. return name;
  47. }
  48. void BansheeRenderer::_onActivated()
  49. {
  50. Renderer::_onActivated();
  51. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::createController, this));
  52. }
  53. void BansheeRenderer::_onDeactivated()
  54. {
  55. Renderer::_onDeactivated();
  56. gCoreAccessor().queueCommand(std::bind(&destroyController, mLitTexHandler));
  57. }
  58. void BansheeRenderer::createController()
  59. {
  60. mLitTexHandler = bs_new<LitTexRenderableController>();
  61. }
  62. void BansheeRenderer::destroyController(LitTexRenderableController* controller)
  63. {
  64. if (controller != nullptr)
  65. bs_delete(controller);
  66. }
  67. void BansheeRenderer::addRenderableProxy(RenderableProxyPtr proxy)
  68. {
  69. for (auto& element : proxy->renderableElements)
  70. {
  71. mRenderableElements.push_back(element);
  72. mWorldTransforms.push_back(element->worldTransform);
  73. mWorldBounds.push_back(element->calculateWorldBounds());
  74. element->renderableType = proxy->renderableType;
  75. if (proxy->renderableType == RenType_LitTextured)
  76. element->handler = mLitTexHandler;
  77. else
  78. element->handler = nullptr;
  79. if (element->handler != nullptr)
  80. element->handler->initializeRenderElem(element);
  81. element->id = (UINT32)(mRenderableElements.size() - 1);
  82. }
  83. }
  84. void BansheeRenderer::removeRenderableProxy(RenderableProxyPtr proxy)
  85. {
  86. for (auto& element : proxy->renderableElements)
  87. {
  88. assert(mRenderableElements.size() > element->id && element->id >= 0);
  89. if (mRenderableElements.size() == 0)
  90. mRenderableElements.erase(mRenderableElements.begin());
  91. else
  92. {
  93. std::swap(mRenderableElements[element->id], mRenderableElements.back());
  94. mRenderableElements.erase(mRenderableElements.end() - 1);
  95. mRenderableElements[element->id]->id = element->id;
  96. }
  97. }
  98. }
  99. void BansheeRenderer::updateRenderableProxy(RenderableProxyPtr proxy, Matrix4 localToWorld)
  100. {
  101. for (auto& element : proxy->renderableElements)
  102. {
  103. element->worldTransform = localToWorld;
  104. mWorldTransforms[element->id] = localToWorld;
  105. mWorldBounds[element->id] = element->calculateWorldBounds();
  106. }
  107. }
  108. void BansheeRenderer::addCameraProxy(CameraProxyPtr proxy)
  109. {
  110. SPtr<RenderTargetCore> renderTarget = proxy->renderTarget;
  111. auto findIter = std::find_if(mRenderTargets.begin(), mRenderTargets.end(), [&](const RenderTargetData& x) { return x.target == renderTarget; });
  112. if (findIter != mRenderTargets.end())
  113. {
  114. proxy->renderQueue = bs_shared_ptr<RenderQueue>();
  115. findIter->cameras.push_back(proxy);
  116. }
  117. else
  118. {
  119. mRenderTargets.push_back(RenderTargetData());
  120. RenderTargetData& renderTargetData = mRenderTargets.back();
  121. proxy->renderQueue = bs_shared_ptr<RenderQueue>();
  122. renderTargetData.target = renderTarget;
  123. renderTargetData.cameras.push_back(proxy);
  124. }
  125. // Sort everything based on priority
  126. auto cameraComparer = [&](const CameraProxyPtr& a, const CameraProxyPtr& b) { return a->priority > b->priority; };
  127. auto renderTargetInfoComparer = [&](const RenderTargetData& a, const RenderTargetData& b)
  128. { return a.target->getProperties().getPriority() > b.target->getProperties().getPriority(); };
  129. std::sort(begin(mRenderTargets), end(mRenderTargets), renderTargetInfoComparer);
  130. for (auto& camerasPerTarget : mRenderTargets)
  131. {
  132. Vector<CameraProxyPtr>& cameras = camerasPerTarget.cameras;
  133. std::sort(begin(cameras), end(cameras), cameraComparer);
  134. }
  135. proxy->calcWorldFrustum();
  136. }
  137. void BansheeRenderer::removeCameraProxy(CameraProxyPtr proxy)
  138. {
  139. SPtr<RenderTargetCore> renderTarget = proxy->renderTarget;
  140. auto findIter = std::find_if(mRenderTargets.begin(), mRenderTargets.end(), [&](const RenderTargetData& x) { return x.target == renderTarget; });
  141. if (findIter != mRenderTargets.end())
  142. {
  143. auto findIter2 = std::find(findIter->cameras.begin(), findIter->cameras.end(), proxy);
  144. if (findIter2 != findIter->cameras.end())
  145. {
  146. findIter->cameras.erase(findIter2);
  147. }
  148. if (findIter->cameras.size() == 0)
  149. mRenderTargets.erase(findIter);
  150. }
  151. }
  152. void BansheeRenderer::updateCameraProxy(CameraProxyPtr proxy, Vector3 worldPosition, Matrix4 worldMatrix, Matrix4 viewMatrix)
  153. {
  154. proxy->viewMatrix = viewMatrix;
  155. proxy->worldPosition = worldPosition;
  156. proxy->worldMatrix = worldMatrix;
  157. proxy->calcWorldFrustum();
  158. }
  159. void BansheeRenderer::renderableRemoved(const RenderableHandlerPtr& renderable)
  160. {
  161. if (renderable->_getActiveProxy() != nullptr)
  162. {
  163. mDeletedRenderableProxies.push_back(renderable->_getActiveProxy());
  164. }
  165. }
  166. void BansheeRenderer::cameraRemoved(const CameraHandlerPtr& camera)
  167. {
  168. if (camera->_getActiveProxy() != nullptr)
  169. {
  170. mDeletedCameraProxies.push_back(camera->_getActiveProxy());
  171. }
  172. }
  173. void BansheeRenderer::renderAll()
  174. {
  175. gSceneManager().updateRenderableTransforms();
  176. // Remove proxies from deleted Renderables
  177. for (auto& proxy : mDeletedRenderableProxies)
  178. {
  179. if (proxy != nullptr)
  180. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeRenderableProxy, this, proxy));
  181. }
  182. // Add or update Renderable proxies
  183. const Vector<SceneRenderableData>& allRenderables = gSceneManager().getAllRenderables();
  184. Vector<HSceneObject> dirtySceneObjects;
  185. Vector<RenderableHandlerPtr> dirtyRenderables;
  186. FrameAlloc* frameAlloc = gCoreThread().getFrameAlloc();
  187. for (auto& renderableData : allRenderables)
  188. {
  189. RenderableHandlerPtr renderable = renderableData.renderable;
  190. HSceneObject renderableSO = renderableData.sceneObject;
  191. bool addedNewProxy = false;
  192. RenderableProxyPtr proxy = renderable->_getActiveProxy();
  193. if (renderableSO->getActive())
  194. {
  195. if (renderable->_isCoreDirty())
  196. {
  197. if (proxy != nullptr)
  198. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeRenderableProxy, this, proxy));
  199. proxy = renderable->_createProxy(renderableSO->getWorldTfrm());
  200. renderable->_setActiveProxy(proxy);
  201. if (proxy != nullptr)
  202. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::addRenderableProxy, this, proxy));
  203. dirtyRenderables.push_back(renderable);
  204. dirtySceneObjects.push_back(renderableSO);
  205. addedNewProxy = true;
  206. }
  207. else if (renderableSO->_isCoreDirty())
  208. {
  209. if (proxy != nullptr)
  210. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::updateRenderableProxy, this, proxy, renderableSO->getWorldTfrm()));
  211. dirtySceneObjects.push_back(renderableSO);
  212. }
  213. }
  214. else // If inactive we remove the proxy until re-activated
  215. {
  216. if (proxy != nullptr)
  217. {
  218. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeRenderableProxy, this, proxy));
  219. renderable->_setActiveProxy(nullptr);
  220. renderable->_markCoreDirty();
  221. }
  222. }
  223. }
  224. // Mark all renderables as clean (needs to be done after all proxies are updated as
  225. // this will also clean materials & meshes which may be shared, so we don't want to clean them
  226. // too early.
  227. for (auto& renderable : dirtyRenderables)
  228. {
  229. renderable->_markCoreClean();
  230. }
  231. // Remove proxies from deleted Cameras
  232. for (auto& proxy : mDeletedCameraProxies)
  233. {
  234. if (proxy != nullptr)
  235. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeCameraProxy, this, proxy));
  236. }
  237. // Add or update Camera proxies
  238. const Vector<SceneCameraData>& allCameras = gSceneManager().getAllCameras();
  239. for (auto& cameraData : allCameras)
  240. {
  241. CameraHandlerPtr camera = cameraData.camera;
  242. HSceneObject cameraSO = cameraData.sceneObject;
  243. if (camera->_isCoreDirty())
  244. {
  245. CameraProxyPtr proxy = camera->_getActiveProxy();
  246. if (proxy != nullptr)
  247. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeCameraProxy, this, proxy));
  248. proxy = camera->_createProxy();
  249. camera->_setActiveProxy(proxy);
  250. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::addCameraProxy, this, proxy));
  251. camera->_markCoreClean();
  252. dirtySceneObjects.push_back(cameraSO);
  253. }
  254. else if (cameraSO->_isCoreDirty())
  255. {
  256. CameraProxyPtr proxy = camera->_getActiveProxy();
  257. assert(proxy != nullptr);
  258. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::updateCameraProxy, this,
  259. proxy, cameraSO->getWorldPosition(), cameraSO->getWorldTfrm(), camera->getViewMatrix()));
  260. dirtySceneObjects.push_back(cameraSO);
  261. }
  262. }
  263. // Mark scene objects clean
  264. for (auto& dirtySO : dirtySceneObjects)
  265. {
  266. dirtySO->_markCoreClean();
  267. }
  268. // Populate direct draw lists
  269. for (auto& cameraData : allCameras)
  270. {
  271. CameraHandlerPtr camera = cameraData.camera;
  272. HSceneObject cameraSO = cameraData.sceneObject;
  273. DrawListPtr drawList = bs_shared_ptr<DrawList>();
  274. // Get GUI render operations
  275. GUIManager::instance().render(camera->getViewport(), *drawList);
  276. // Get overlay render operations
  277. OverlayManager::instance().render(camera->getViewport(), *drawList);
  278. // Get any operations from hooked up callbacks
  279. const Viewport* viewportRawPtr = camera->getViewport().get();
  280. onRenderViewport(viewportRawPtr, *drawList);
  281. RenderQueuePtr renderQueue = bs_shared_ptr<RenderQueue>();
  282. const Vector<DrawOperation>& drawOps = drawList->getDrawOperations();
  283. // Note: It is important that draw ops update happens after renderables are updated, so that
  284. // renderable proxies properly update in case they both share the same material/mesh
  285. for (auto& drawOp : drawOps)
  286. {
  287. // Note: It is assumed render operations queued in the draw list is going
  288. // to change every frame so we create new proxies using frame allocator
  289. // every frame. It /might/ be more efficient not to use frame allocator
  290. // and only update when they actually change. That might also cause
  291. // issue if material/mesh is used both in draw list and a Renderable
  292. if (drawOp.material->_isCoreDirty(MaterialDirtyFlag::Proxy))
  293. {
  294. drawOp.material->_setActiveProxy(drawOp.material->_createProxy());
  295. drawOp.material->_markCoreClean(MaterialDirtyFlag::Proxy);
  296. drawOp.material->_markCoreClean(MaterialDirtyFlag::Material);
  297. }
  298. MaterialProxyPtr materialProxy = drawOp.material->_getActiveProxy();
  299. SPtr<MeshCoreBase> meshCore = drawOp.mesh->getCore();
  300. SubMesh subMesh = meshCore->getProperties().getSubMesh(drawOp.submeshIdx);
  301. float distanceToCamera = (cameraSO->getPosition() - drawOp.worldPosition).length();
  302. renderQueue->add(materialProxy, meshCore, subMesh, distanceToCamera);
  303. }
  304. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::addToRenderQueue, this, camera->_getActiveProxy(), renderQueue));
  305. }
  306. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::renderAllCore, this, gTime().getTime()));
  307. }
  308. void BansheeRenderer::addToRenderQueue(CameraProxyPtr proxy, RenderQueuePtr renderQueue)
  309. {
  310. RenderQueuePtr cameraRenderQueue = proxy->renderQueue;
  311. cameraRenderQueue->add(*renderQueue);
  312. }
  313. void BansheeRenderer::renderAllCore(float time)
  314. {
  315. THROW_IF_NOT_CORE_THREAD;
  316. // Update global hardware buffers
  317. mLitTexHandler->updateGlobalBuffers(time);
  318. // Render everything, target by target
  319. for (auto& renderTargetData : mRenderTargets)
  320. {
  321. SPtr<RenderTargetCore> target = renderTargetData.target;
  322. Vector<CameraProxyPtr>& cameras = renderTargetData.cameras;
  323. RenderSystem::instance().beginFrame();
  324. for(auto& camera : cameras)
  325. {
  326. Viewport viewport = camera->viewport;
  327. RenderSystem::instance().setRenderTarget(target);
  328. RenderSystem::instance().setViewport(viewport.getNormArea());
  329. UINT32 clearBuffers = 0;
  330. if(viewport.getRequiresColorClear())
  331. clearBuffers |= FBT_COLOR;
  332. if(viewport.getRequiresDepthClear())
  333. clearBuffers |= FBT_DEPTH;
  334. if(viewport.getRequiresStencilClear())
  335. clearBuffers |= FBT_STENCIL;
  336. if(clearBuffers != 0)
  337. RenderSystem::instance().clearViewport(clearBuffers, viewport.getClearColor(), viewport.getClearDepthValue(), viewport.getClearStencilValue());
  338. render(*camera, camera->renderQueue);
  339. }
  340. RenderSystem::instance().endFrame();
  341. RenderSystem::instance().swapBuffers(target);
  342. }
  343. }
  344. void BansheeRenderer::render(const CameraProxy& cameraProxy, const RenderQueuePtr& renderQueue)
  345. {
  346. THROW_IF_NOT_CORE_THREAD;
  347. RenderSystem& rs = RenderSystem::instance();
  348. Matrix4 projMatrixCstm = cameraProxy.projMatrix;
  349. Matrix4 viewMatrixCstm = cameraProxy.viewMatrix;
  350. Matrix4 viewProjMatrix = projMatrixCstm * viewMatrixCstm;
  351. onCorePreRenderViewport(cameraProxy);
  352. if (!cameraProxy.ignoreSceneRenderables)
  353. {
  354. // Update per-object param buffers and queue render elements
  355. for (auto& renderElem : mRenderableElements)
  356. {
  357. if (renderElem->handler != nullptr)
  358. renderElem->handler->bindPerObjectBuffers(renderElem);
  359. if (renderElem->renderableType == RenType_LitTextured)
  360. {
  361. Matrix4 worldViewProjMatrix = viewProjMatrix * mWorldTransforms[renderElem->id];;
  362. mLitTexHandler->updatePerObjectBuffers(renderElem, worldViewProjMatrix);
  363. }
  364. for (auto& param : renderElem->material->params)
  365. {
  366. param->updateHardwareBuffers();
  367. }
  368. // Do frustum culling
  369. // TODO - This is bound to be a bottleneck at some point. When it is ensure that intersect
  370. // methods use vector operations, as it is trivial to update them.
  371. const Sphere& boundingSphere = mWorldBounds[renderElem->id].getSphere();
  372. if (cameraProxy.worldFrustum.intersects(boundingSphere))
  373. {
  374. // More precise with the box
  375. const AABox& boundingBox = mWorldBounds[renderElem->id].getBox();
  376. if (cameraProxy.worldFrustum.intersects(boundingBox))
  377. {
  378. float distanceToCamera = (cameraProxy.worldPosition - boundingBox.getCenter()).length();
  379. renderQueue->add(renderElem, distanceToCamera);
  380. }
  381. }
  382. }
  383. }
  384. renderQueue->sort();
  385. const Vector<RenderQueueElement>& sortedRenderElements = renderQueue->getSortedElements();
  386. for(auto iter = sortedRenderElements.begin(); iter != sortedRenderElements.end(); ++iter)
  387. {
  388. MaterialProxyPtr materialProxy = iter->material;
  389. setPass(*materialProxy, iter->passIdx);
  390. draw(iter->mesh, iter->subMesh);
  391. }
  392. renderQueue->clear();
  393. onCorePostRenderViewport(cameraProxy);
  394. }
  395. }