BsBansheeRenderer.cpp 20 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651
  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. #include "BsHardwareBufferManager.h"
  27. #include "BsGpuParamBlockBuffer.h"
  28. #include "BsShader.h"
  29. #include "BsShaderProxy.h"
  30. #include "BsBansheeLitTexRenderableHandler.h"
  31. #include "BsTime.h"
  32. #include "BsFrameAlloc.h"
  33. using namespace std::placeholders;
  34. namespace BansheeEngine
  35. {
  36. BansheeRenderer::BansheeRenderer()
  37. {
  38. mRenderableRemovedConn = gBsSceneManager().onRenderableRemoved.connect(std::bind(&BansheeRenderer::renderableRemoved, this, _1));
  39. mCameraRemovedConn = gBsSceneManager().onCameraRemoved.connect(std::bind(&BansheeRenderer::cameraRemoved, this, _1));
  40. }
  41. BansheeRenderer::~BansheeRenderer()
  42. {
  43. mRenderableRemovedConn.disconnect();
  44. mCameraRemovedConn.disconnect();
  45. }
  46. const String& BansheeRenderer::getName() const
  47. {
  48. static String name = "BansheeRenderer";
  49. return name;
  50. }
  51. void BansheeRenderer::_onActivated()
  52. {
  53. Renderer::_onActivated();
  54. mLitTexHandler = bs_new<LitTexRenderableHandler>();
  55. }
  56. void BansheeRenderer::_onDeactivated()
  57. {
  58. Renderer::_onDeactivated();
  59. if (mLitTexHandler != nullptr)
  60. bs_delete(mLitTexHandler);
  61. }
  62. void BansheeRenderer::addRenderableProxy(RenderableProxyPtr proxy)
  63. {
  64. for (auto& element : proxy->renderableElements)
  65. {
  66. mRenderableElements.push_back(element);
  67. mWorldTransforms.push_back(element->worldTransform);
  68. mWorldBounds.push_back(element->calculateWorldBounds());
  69. element->renderableType = proxy->renderableType;
  70. if (proxy->renderableType == RenType_LitTextured)
  71. element->handler = mLitTexHandler;
  72. else
  73. element->handler = nullptr;
  74. if (element->handler != nullptr)
  75. element->handler->initializeRenderElem(element);
  76. element->id = (UINT32)(mRenderableElements.size() - 1);
  77. }
  78. }
  79. void BansheeRenderer::removeRenderableProxy(RenderableProxyPtr proxy)
  80. {
  81. for (auto& element : proxy->renderableElements)
  82. {
  83. assert(mRenderableElements.size() > element->id && element->id >= 0);
  84. if (mRenderableElements.size() == 0)
  85. mRenderableElements.erase(mRenderableElements.begin());
  86. else
  87. {
  88. std::swap(mRenderableElements[element->id], mRenderableElements.back());
  89. mRenderableElements.erase(mRenderableElements.end() - 1);
  90. mRenderableElements[element->id]->id = element->id;
  91. }
  92. }
  93. }
  94. void BansheeRenderer::updateRenderableProxy(RenderableProxyPtr proxy, Matrix4 localToWorld)
  95. {
  96. for (auto& element : proxy->renderableElements)
  97. {
  98. element->worldTransform = localToWorld;
  99. mWorldTransforms[element->id] = localToWorld;
  100. mWorldBounds[element->id] = element->calculateWorldBounds();
  101. }
  102. }
  103. void BansheeRenderer::addCameraProxy(CameraProxyPtr proxy)
  104. {
  105. RenderTargetPtr renderTarget = proxy->viewport.getTarget();
  106. auto findIter = std::find_if(mRenderTargets.begin(), mRenderTargets.end(), [&](const RenderTargetData& x) { return x.target == renderTarget; });
  107. if (findIter != mRenderTargets.end())
  108. {
  109. proxy->renderQueue = bs_shared_ptr<RenderQueue>();
  110. findIter->cameras.push_back(proxy);
  111. }
  112. else
  113. {
  114. mRenderTargets.push_back(RenderTargetData());
  115. RenderTargetData& renderTargetData = mRenderTargets.back();
  116. proxy->renderQueue = bs_shared_ptr<RenderQueue>();
  117. renderTargetData.target = renderTarget;
  118. renderTargetData.cameras.push_back(proxy);
  119. }
  120. // Sort everything based on priority
  121. auto cameraComparer = [&](const CameraProxyPtr& a, const CameraProxyPtr& b) { return a->priority > b->priority; };
  122. auto renderTargetInfoComparer = [&](const RenderTargetData& a, const RenderTargetData& b)
  123. { return a.target->getCore()->getProperties().getPriority() > b.target->getCore()->getProperties().getPriority(); };
  124. std::sort(begin(mRenderTargets), end(mRenderTargets), renderTargetInfoComparer);
  125. for (auto& camerasPerTarget : mRenderTargets)
  126. {
  127. Vector<CameraProxyPtr>& cameras = camerasPerTarget.cameras;
  128. std::sort(begin(cameras), end(cameras), cameraComparer);
  129. }
  130. proxy->calcWorldFrustum();
  131. }
  132. void BansheeRenderer::removeCameraProxy(CameraProxyPtr proxy)
  133. {
  134. RenderTargetPtr renderTarget = proxy->viewport.getTarget();
  135. auto findIter = std::find_if(mRenderTargets.begin(), mRenderTargets.end(), [&](const RenderTargetData& x) { return x.target == renderTarget; });
  136. if (findIter != mRenderTargets.end())
  137. {
  138. auto findIter2 = std::find(findIter->cameras.begin(), findIter->cameras.end(), proxy);
  139. if (findIter2 != findIter->cameras.end())
  140. {
  141. findIter->cameras.erase(findIter2);
  142. }
  143. if (findIter->cameras.size() == 0)
  144. mRenderTargets.erase(findIter);
  145. }
  146. }
  147. void BansheeRenderer::updateCameraProxy(CameraProxyPtr proxy, Vector3 worldPosition, Matrix4 worldMatrix, Matrix4 viewMatrix)
  148. {
  149. proxy->viewMatrix = viewMatrix;
  150. proxy->worldPosition = worldPosition;
  151. proxy->worldMatrix = worldMatrix;
  152. proxy->calcWorldFrustum();
  153. }
  154. void BansheeRenderer::renderableRemoved(const HRenderable& renderable)
  155. {
  156. if (renderable->_getActiveProxy() != nullptr)
  157. {
  158. mDeletedRenderableProxies.push_back(renderable->_getActiveProxy());
  159. }
  160. }
  161. void BansheeRenderer::cameraRemoved(const HCamera& camera)
  162. {
  163. if (camera->_getActiveProxy() != nullptr)
  164. {
  165. mDeletedCameraProxies.push_back(camera->_getActiveProxy());
  166. }
  167. }
  168. void BansheeRenderer::renderAll()
  169. {
  170. gBsSceneManager().updateRenderableTransforms();
  171. // Remove proxies from deleted Renderables
  172. for (auto& proxy : mDeletedRenderableProxies)
  173. {
  174. if (proxy != nullptr)
  175. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeRenderableProxy, this, proxy));
  176. }
  177. // Add or update Renderable proxies
  178. const Vector<HRenderable>& allRenderables = gBsSceneManager().getAllRenderables();
  179. Vector<HSceneObject> dirtySceneObjects;
  180. Vector<HRenderable> dirtyRenderables;
  181. FrameAlloc* frameAlloc = gCoreThread().getFrameAlloc();
  182. for (auto& renderable : allRenderables)
  183. {
  184. bool addedNewProxy = false;
  185. RenderableProxyPtr proxy = renderable->_getActiveProxy();
  186. if (renderable->_isCoreDirty())
  187. {
  188. if (proxy != nullptr)
  189. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeRenderableProxy, this, proxy));
  190. proxy = renderable->_createProxy();
  191. renderable->_setActiveProxy(proxy);
  192. if (proxy != nullptr)
  193. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::addRenderableProxy, this, proxy));
  194. dirtyRenderables.push_back(renderable);
  195. dirtySceneObjects.push_back(renderable->SO());
  196. addedNewProxy = true;
  197. }
  198. else if (renderable->SO()->_isCoreDirty())
  199. {
  200. assert(proxy != nullptr);
  201. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::updateRenderableProxy, this, proxy, renderable->SO()->getWorldTfrm()));
  202. dirtySceneObjects.push_back(renderable->SO());
  203. }
  204. if (!addedNewProxy && proxy != nullptr)
  205. {
  206. for (UINT32 i = 0; i < (UINT32)proxy->renderableElements.size(); i++)
  207. {
  208. HMaterial mat = renderable->getMaterial(i);
  209. if (mat != nullptr && mat.isLoaded() && mat->_isCoreDirty(MaterialDirtyFlag::Params))
  210. {
  211. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::updateMaterialProxy, this,
  212. proxy->renderableElements[i]->material, mat->_getDirtyProxyParams(frameAlloc)));
  213. mat->_markCoreClean(MaterialDirtyFlag::Params);
  214. }
  215. }
  216. }
  217. }
  218. // Mark all renderables as clean (needs to be done after all proxies are updated as
  219. // this will also clean materials & meshes which may be shared, so we don't want to clean them
  220. // too early.
  221. for (auto& renderable : dirtyRenderables)
  222. {
  223. renderable->_markCoreClean();
  224. }
  225. // Remove proxies from deleted Cameras
  226. for (auto& proxy : mDeletedCameraProxies)
  227. {
  228. if (proxy != nullptr)
  229. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeCameraProxy, this, proxy));
  230. }
  231. // Add or update Camera proxies
  232. const Vector<HCamera>& allCameras = gBsSceneManager().getAllCameras();
  233. for (auto& camera : allCameras)
  234. {
  235. if (camera->_isCoreDirty())
  236. {
  237. CameraProxyPtr proxy = camera->_getActiveProxy();
  238. if (proxy != nullptr)
  239. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeCameraProxy, this, proxy));
  240. proxy = camera->_createProxy();
  241. camera->_setActiveProxy(proxy);
  242. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::addCameraProxy, this, proxy));
  243. camera->_markCoreClean();
  244. dirtySceneObjects.push_back(camera->SO());
  245. }
  246. else if (camera->SO()->_isCoreDirty())
  247. {
  248. CameraProxyPtr proxy = camera->_getActiveProxy();
  249. assert(proxy != nullptr);
  250. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::updateCameraProxy, this,
  251. proxy, camera->SO()->getWorldPosition(), camera->SO()->getWorldTfrm(), camera->getViewMatrix()));
  252. dirtySceneObjects.push_back(camera->SO());
  253. }
  254. }
  255. // Mark scene objects clean
  256. for (auto& dirtySO : dirtySceneObjects)
  257. {
  258. dirtySO->_markCoreClean();
  259. }
  260. // Populate direct draw lists
  261. for (auto& camera : allCameras)
  262. {
  263. DrawListPtr drawList = bs_shared_ptr<DrawList>();
  264. // Get GUI render operations
  265. GUIManager::instance().render(camera->getViewport(), *drawList);
  266. // Get overlay render operations
  267. OverlayManager::instance().render(camera->getViewport(), *drawList);
  268. // Get debug render operations
  269. DrawHelper3D::instance().render(camera, *drawList);
  270. DrawHelper2D::instance().render(camera, *drawList);
  271. // Get any operations from hooked up callbacks
  272. const Viewport* viewportRawPtr = camera->getViewport().get();
  273. onRenderViewport(viewportRawPtr, *drawList);
  274. RenderQueuePtr renderQueue = bs_shared_ptr<RenderQueue>();
  275. const Vector<DrawOperation>& drawOps = drawList->getDrawOperations();
  276. // Note: It is important that draw ops update happens after renderables are updated, so that
  277. // renderable proxies properly update in case they both share the same material/mesh
  278. for (auto& drawOp : drawOps)
  279. {
  280. // Note: It is assumed render operations queued in the draw list is going
  281. // to change every frame so we create new proxies using frame allocator
  282. // every frame. It /might/ be more efficient not to use frame allocator
  283. // and only update when they actually change. That might also cause
  284. // issue if material/mesh is used both in draw list and a Renderable
  285. MaterialProxy::DirtyParamsInfo* dirtyParams = nullptr;
  286. if (drawOp.material->_isCoreDirty(MaterialDirtyFlag::Params))
  287. {
  288. dirtyParams = drawOp.material->_getDirtyProxyParams(frameAlloc);
  289. }
  290. if (drawOp.material->_isCoreDirty(MaterialDirtyFlag::Proxy))
  291. {
  292. drawOp.material->_setActiveProxy(drawOp.material->_createProxy());
  293. drawOp.material->_markCoreClean(MaterialDirtyFlag::Proxy);
  294. drawOp.material->_markCoreClean(MaterialDirtyFlag::Material);
  295. }
  296. else
  297. {
  298. if (dirtyParams != nullptr)
  299. drawOp.material->_markCoreClean(MaterialDirtyFlag::Params);
  300. }
  301. if (drawOp.mesh->_isCoreDirty(MeshDirtyFlag::Proxy))
  302. {
  303. drawOp.mesh->_setActiveProxy(drawOp.submeshIdx, drawOp.mesh->_createProxy(drawOp.submeshIdx));
  304. drawOp.mesh->_markCoreClean(MeshDirtyFlag::Proxy);
  305. drawOp.mesh->_markCoreClean(MeshDirtyFlag::Mesh);
  306. }
  307. MaterialProxyPtr materialProxy = drawOp.material->_getActiveProxy();
  308. MeshProxyPtr meshProxy = drawOp.mesh->_getActiveProxy(drawOp.submeshIdx);
  309. if (dirtyParams != nullptr)
  310. {
  311. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::updateMaterialProxy, this,
  312. materialProxy, dirtyParams));
  313. }
  314. float distanceToCamera = (camera->SO()->getPosition() - drawOp.worldPosition).length();
  315. renderQueue->add(materialProxy, meshProxy, distanceToCamera);
  316. }
  317. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::addToRenderQueue, this, camera->_getActiveProxy(), renderQueue));
  318. }
  319. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::renderAllCore, this, gTime().getTime()));
  320. }
  321. void BansheeRenderer::addToRenderQueue(CameraProxyPtr proxy, RenderQueuePtr renderQueue)
  322. {
  323. RenderQueuePtr cameraRenderQueue = proxy->renderQueue;
  324. cameraRenderQueue->add(*renderQueue);
  325. }
  326. void BansheeRenderer::updateMaterialProxy(MaterialProxyPtr proxy, MaterialProxy::DirtyParamsInfo* dirtyParams)
  327. {
  328. for (UINT32 i = 0; i < (UINT32)dirtyParams->numEntries; i++)
  329. {
  330. UINT32 paramsIdx = dirtyParams->entries[i].paramsIdx;
  331. if (proxy->params[paramsIdx] == nullptr)
  332. {
  333. assert(false); // This shouldn't happen. New params can only be added due to shader
  334. // change and that should trigger new material proxy creation
  335. continue;
  336. }
  337. proxy->params[dirtyParams->entries[i].paramsIdx]->_updateFromCopy(dirtyParams->entries[i].params);
  338. }
  339. // Refresh buffers set by renderer in case any were changed
  340. for (auto& rendererBuffer : proxy->rendererBuffers)
  341. proxy->params[rendererBuffer.paramsIdx]->setParamBlockBuffer(rendererBuffer.slotIdx, rendererBuffer.buffer);
  342. MaterialProxy::DirtyParamsInfo::destroy(dirtyParams);
  343. }
  344. void BansheeRenderer::renderAllCore(float time)
  345. {
  346. THROW_IF_NOT_CORE_THREAD;
  347. // Update global hardware buffers
  348. mLitTexHandler->updateGlobalBuffers(time);
  349. // Render everything, target by target
  350. for (auto& renderTargetData : mRenderTargets)
  351. {
  352. RenderTargetPtr target = renderTargetData.target;
  353. Vector<CameraProxyPtr>& cameras = renderTargetData.cameras;
  354. RenderSystem::instance().beginFrame();
  355. for(auto& camera : cameras)
  356. {
  357. Viewport& viewport = camera->viewport;
  358. RenderSystem::instance().setViewport(viewport);
  359. UINT32 clearBuffers = 0;
  360. if(viewport.getRequiresColorClear())
  361. clearBuffers |= FBT_COLOR;
  362. if(viewport.getRequiresDepthClear())
  363. clearBuffers |= FBT_DEPTH;
  364. if(viewport.getRequiresStencilClear())
  365. clearBuffers |= FBT_STENCIL;
  366. if(clearBuffers != 0)
  367. RenderSystem::instance().clearViewport(clearBuffers, viewport.getClearColor(), viewport.getClearDepthValue(), viewport.getClearStencilValue());
  368. render(*camera, camera->renderQueue);
  369. }
  370. RenderSystem::instance().endFrame();
  371. RenderSystem::instance().swapBuffers(target);
  372. }
  373. }
  374. void BansheeRenderer::render(const CameraProxy& cameraProxy, const RenderQueuePtr& renderQueue)
  375. {
  376. THROW_IF_NOT_CORE_THREAD;
  377. RenderSystem& rs = RenderSystem::instance();
  378. Matrix4 projMatrixCstm = cameraProxy.projMatrix;
  379. Matrix4 viewMatrixCstm = cameraProxy.viewMatrix;
  380. Matrix4 viewProjMatrix = projMatrixCstm * viewMatrixCstm;
  381. if (!cameraProxy.ignoreSceneRenderables)
  382. {
  383. // Update per-object param buffers and queue render elements
  384. for (auto& renderElem : mRenderableElements)
  385. {
  386. if (renderElem->handler != nullptr)
  387. renderElem->handler->bindPerObjectBuffers(renderElem);
  388. if (renderElem->renderableType == RenType_LitTextured)
  389. {
  390. Matrix4 worldViewProjMatrix = viewProjMatrix * mWorldTransforms[renderElem->id];;
  391. mLitTexHandler->updatePerObjectBuffers(renderElem, worldViewProjMatrix);
  392. }
  393. for (auto& param : renderElem->material->params)
  394. {
  395. param->updateHardwareBuffers();
  396. }
  397. // Do frustum culling
  398. // TODO - This is bound to be a bottleneck at some point. When it is ensure that intersect
  399. // methods use vector operations, as it is trivial to update them.
  400. const Sphere& boundingSphere = mWorldBounds[renderElem->id].getSphere();
  401. if (cameraProxy.worldFrustum.intersects(boundingSphere))
  402. {
  403. // More precise with the box
  404. const AABox& boundingBox = mWorldBounds[renderElem->id].getBox();
  405. if (cameraProxy.worldFrustum.intersects(boundingBox))
  406. {
  407. float distanceToCamera = (cameraProxy.worldPosition - boundingBox.getCenter()).length();
  408. renderQueue->add(renderElem, distanceToCamera);
  409. }
  410. }
  411. }
  412. }
  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, iter->passIdx);
  419. draw(*iter->mesh);
  420. }
  421. renderQueue->clear();
  422. }
  423. void BansheeRenderer::setPass(const MaterialProxy& material, UINT32 passIdx)
  424. {
  425. THROW_IF_NOT_CORE_THREAD;
  426. RenderSystem& rs = RenderSystem::instance();
  427. const MaterialProxyPass& pass = material.passes[passIdx];
  428. if (pass.vertexProg)
  429. {
  430. rs.bindGpuProgram(pass.vertexProg);
  431. rs.bindGpuParams(GPT_VERTEX_PROGRAM, material.params[pass.vertexProgParamsIdx]);
  432. }
  433. else
  434. rs.unbindGpuProgram(GPT_VERTEX_PROGRAM);
  435. if (pass.fragmentProg)
  436. {
  437. rs.bindGpuProgram(pass.fragmentProg);
  438. rs.bindGpuParams(GPT_FRAGMENT_PROGRAM, material.params[pass.fragmentProgParamsIdx]);
  439. }
  440. else
  441. rs.unbindGpuProgram(GPT_FRAGMENT_PROGRAM);
  442. if (pass.geometryProg)
  443. {
  444. rs.bindGpuProgram(pass.geometryProg);
  445. rs.bindGpuParams(GPT_GEOMETRY_PROGRAM, material.params[pass.geometryProgParamsIdx]);
  446. }
  447. else
  448. rs.unbindGpuProgram(GPT_GEOMETRY_PROGRAM);
  449. if (pass.hullProg)
  450. {
  451. rs.bindGpuProgram(pass.hullProg);
  452. rs.bindGpuParams(GPT_HULL_PROGRAM, material.params[pass.hullProgParamsIdx]);
  453. }
  454. else
  455. rs.unbindGpuProgram(GPT_HULL_PROGRAM);
  456. if (pass.domainProg)
  457. {
  458. rs.bindGpuProgram(pass.domainProg);
  459. rs.bindGpuParams(GPT_DOMAIN_PROGRAM, material.params[pass.domainProgParamsIdx]);
  460. }
  461. else
  462. rs.unbindGpuProgram(GPT_DOMAIN_PROGRAM);
  463. if (pass.computeProg)
  464. {
  465. rs.bindGpuProgram(pass.computeProg);
  466. rs.bindGpuParams(GPT_COMPUTE_PROGRAM, material.params[pass.computeProgParamsIdx]);
  467. }
  468. else
  469. rs.unbindGpuProgram(GPT_COMPUTE_PROGRAM);
  470. // TODO - Try to limit amount of state changes, if previous state is already the same
  471. // Set up non-texture related pass settings
  472. if (pass.blendState != nullptr)
  473. rs.setBlendState(pass.blendState.getInternalPtr());
  474. else
  475. rs.setBlendState(BlendState::getDefault());
  476. if (pass.depthStencilState != nullptr)
  477. rs.setDepthStencilState(pass.depthStencilState.getInternalPtr(), pass.stencilRefValue);
  478. else
  479. rs.setDepthStencilState(DepthStencilState::getDefault(), pass.stencilRefValue);
  480. if (pass.rasterizerState != nullptr)
  481. rs.setRasterizerState(pass.rasterizerState.getInternalPtr());
  482. else
  483. rs.setRasterizerState(RasterizerState::getDefault());
  484. }
  485. void BansheeRenderer::draw(const MeshProxy& meshProxy)
  486. {
  487. THROW_IF_NOT_CORE_THREAD;
  488. RenderSystem& rs = RenderSystem::instance();
  489. MeshBasePtr mesh;
  490. if (!meshProxy.mesh.expired())
  491. mesh = meshProxy.mesh.lock();
  492. else
  493. return;
  494. std::shared_ptr<VertexData> vertexData = mesh->_getVertexData();
  495. rs.setVertexDeclaration(vertexData->vertexDeclaration);
  496. auto vertexBuffers = vertexData->getBuffers();
  497. if (vertexBuffers.size() > 0)
  498. {
  499. VertexBufferPtr buffers[MAX_BOUND_VERTEX_BUFFERS];
  500. UINT32 endSlot = 0;
  501. UINT32 startSlot = MAX_BOUND_VERTEX_BUFFERS;
  502. for (auto iter = vertexBuffers.begin(); iter != vertexBuffers.end(); ++iter)
  503. {
  504. if (iter->first >= MAX_BOUND_VERTEX_BUFFERS)
  505. BS_EXCEPT(InvalidParametersException, "Buffer index out of range");
  506. startSlot = std::min(iter->first, startSlot);
  507. endSlot = std::max(iter->first, endSlot);
  508. }
  509. for (auto iter = vertexBuffers.begin(); iter != vertexBuffers.end(); ++iter)
  510. {
  511. buffers[iter->first - startSlot] = iter->second;
  512. }
  513. rs.setVertexBuffers(startSlot, buffers, endSlot - startSlot + 1);
  514. }
  515. SubMesh subMesh = meshProxy.subMesh;
  516. rs.setDrawOperation(subMesh.drawOp);
  517. IndexBufferPtr indexBuffer = mesh->_getIndexBuffer();
  518. UINT32 indexCount = subMesh.indexCount;
  519. if (indexCount == 0)
  520. indexCount = indexBuffer->getNumIndices();
  521. rs.setIndexBuffer(indexBuffer);
  522. rs.drawIndexed(subMesh.indexOffset + mesh->_getIndexOffset(), indexCount, mesh->_getVertexOffset(), vertexData->vertexCount);
  523. mesh->_notifyUsedOnGPU();
  524. }
  525. }