CmForwardRenderer.cpp 5.7 KB

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  1. #include "CmForwardRenderer.h"
  2. #include "CmCamera.h"
  3. #include "CmSceneManager.h"
  4. #include "CmDeferredRenderContext.h"
  5. #include "CmRenderable.h"
  6. #include "CmMaterial.h"
  7. #include "CmMesh.h"
  8. #include "CmPass.h"
  9. #include "CmBlendState.h"
  10. #include "CmRasterizerState.h"
  11. #include "CmDepthStencilState.h"
  12. #include "CmApplication.h"
  13. namespace CamelotEngine
  14. {
  15. ForwardRenderer::ForwardRenderer()
  16. {
  17. }
  18. ForwardRenderer::~ForwardRenderer()
  19. { }
  20. const String& ForwardRenderer::getName() const
  21. {
  22. static String name = "ForwardRenderer";
  23. return name;
  24. }
  25. void ForwardRenderer::renderAll()
  26. {
  27. DeferredRenderContextPtr renderContext = gApplication().getPrimaryRenderContext();
  28. const vector<CameraPtr>::type& allCameras = gSceneManager().getAllCameras();
  29. for(auto iter = allCameras.begin(); iter != allCameras.end(); ++iter)
  30. {
  31. render(*iter);
  32. }
  33. renderContext->swapAllRenderTargetBuffers(false);
  34. }
  35. void ForwardRenderer::render(const CameraPtr camera)
  36. {
  37. vector<RenderablePtr>::type allRenderables = gSceneManager().getVisibleRenderables(camera);
  38. DeferredRenderContextPtr renderContext = gApplication().getPrimaryRenderContext();
  39. renderContext->setViewport(*camera->getViewport());
  40. Matrix4 projMatrixCstm = camera->getProjectionMatrix();
  41. Matrix4 viewMatrixCstm = camera->getViewMatrix();
  42. Matrix4 viewProjMatrix = projMatrixCstm * viewMatrixCstm;
  43. renderContext->clearFrameBuffer(FBT_COLOUR | FBT_DEPTH, Color::Blue);
  44. renderContext->beginFrame();
  45. // TODO - sort renderables by material/pass/parameters to minimize state changes
  46. for(auto iter = allRenderables.begin(); iter != allRenderables.end(); ++iter)
  47. {
  48. MaterialHandle material = (*iter)->getMaterial();
  49. if(material == nullptr || !material.isLoaded())
  50. continue;
  51. MeshHandle mesh = (*iter)->getMesh();
  52. if(mesh == nullptr || !mesh.isLoaded())
  53. continue;
  54. // TODO - Renderer should ensure shader is compatible with it, and it contains all the needed parameters
  55. // (probably at an earlier stage). e.g. I want the user to be warned if the shader doesn't contain matViewProjection param
  56. // (or should we just ignore such missing parameters?)
  57. material->setMat4("matViewProjection", viewProjMatrix);
  58. material->setColor("solidcolor", Color::Red);
  59. for(UINT32 i = 0; i < material->getNumPasses(); i++)
  60. {
  61. setPass(material->getPass(i));
  62. setPassParameters(material->getPassParameters(i));
  63. renderContext->render(mesh->getRenderOperation());
  64. }
  65. }
  66. renderContext->endFrame();
  67. // TODO - Sort renderables
  68. // Render them
  69. }
  70. void ForwardRenderer::setPass(PassPtr pass)
  71. {
  72. // TODO - When applying passes, don't re-apply states that are already the same as from previous pass.
  73. // Also check if it's maybe the exactly the same pass as the previous one.
  74. mActivePass = pass;
  75. DeferredRenderContextPtr renderContext = gApplication().getPrimaryRenderContext();
  76. GpuProgramHandle vertProgram = pass->getVertexProgram();
  77. if(vertProgram)
  78. {
  79. renderContext->bindGpuProgram(vertProgram);
  80. }
  81. else
  82. {
  83. //if(renderSystem->isGpuProgramBound(GPT_VERTEX_PROGRAM))
  84. renderContext->unbindGpuProgram(GPT_VERTEX_PROGRAM);
  85. }
  86. GpuProgramHandle fragProgram = pass->getFragmentProgram();
  87. if(fragProgram)
  88. {
  89. renderContext->bindGpuProgram(fragProgram);
  90. }
  91. else
  92. {
  93. //if(renderSystem->isGpuProgramBound(GPT_FRAGMENT_PROGRAM))
  94. renderContext->unbindGpuProgram(GPT_FRAGMENT_PROGRAM);
  95. }
  96. GpuProgramHandle geomProgram = pass->getGeometryProgram();
  97. if(geomProgram)
  98. {
  99. renderContext->bindGpuProgram(geomProgram);
  100. }
  101. else
  102. {
  103. //if(renderSystem->isGpuProgramBound(GPT_GEOMETRY_PROGRAM))
  104. renderContext->unbindGpuProgram(GPT_GEOMETRY_PROGRAM);
  105. }
  106. // The rest of the settings are the same no matter whether we use programs or not
  107. BlendStatePtr blendState = pass->getBlendState();
  108. if(blendState != nullptr)
  109. renderContext->setBlendState(*blendState);
  110. else
  111. renderContext->setBlendState(BlendState::getDefault());
  112. // TODO - Try to limit amount of state changes, if previous state is already the same (especially with textures)
  113. // TODO: Disable remaining texture units
  114. //renderSystem->_disableTextureUnitsFrom(pass->getNumTextures());
  115. // Set up non-texture related material settings
  116. // Stencil & depth buffer settings
  117. DepthStencilStatePtr depthStancilState = pass->getDepthStencilState();
  118. if(depthStancilState != nullptr)
  119. renderContext->setDepthStencilState(*depthStancilState);
  120. else
  121. renderContext->setDepthStencilState(DepthStencilState::getDefault());
  122. RasterizerStatePtr rasterizerState = pass->getRasterizerState();
  123. if(rasterizerState != nullptr)
  124. renderContext->setRasterizerState(*rasterizerState);
  125. else
  126. renderContext->setRasterizerState(RasterizerState::getDefault());
  127. }
  128. void ForwardRenderer::setPassParameters(PassParametersPtr params)
  129. {
  130. // TODO - When applying passes, don't re-apply states that are already the same as from previous pass.
  131. DeferredRenderContextPtr renderContext = gApplication().getPrimaryRenderContext();
  132. if(mActivePass == nullptr)
  133. CM_EXCEPT(InternalErrorException, "Trying to set pass parameters, but no pass is set.");
  134. GpuProgramHandle vertProgram = mActivePass->getVertexProgram();
  135. if(vertProgram)
  136. renderContext->bindGpuParams(GPT_VERTEX_PROGRAM, params->mVertParams);
  137. GpuProgramHandle fragProgram = mActivePass->getFragmentProgram();
  138. if(fragProgram)
  139. renderContext->bindGpuParams(GPT_FRAGMENT_PROGRAM, params->mFragParams);
  140. GpuProgramHandle geomProgram = mActivePass->getGeometryProgram();
  141. if(geomProgram)
  142. renderContext->bindGpuParams(GPT_GEOMETRY_PROGRAM, params->mGeomParams);
  143. }
  144. }