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 "BsShaderProxy.h"
  28. #include "BsBansheeLitTexRenderableController.h"
  29. #include "BsTime.h"
  30. #include "BsFrameAlloc.h"
  31. using namespace std::placeholders;
  32. namespace BansheeEngine
  33. {
  34. BansheeRenderer::BansheeRenderer()
  35. {
  36. mRenderableRemovedConn = gSceneManager().onRenderableRemoved.connect(std::bind(&BansheeRenderer::renderableRemoved, this, _1));
  37. mCameraRemovedConn = gSceneManager().onCameraRemoved.connect(std::bind(&BansheeRenderer::cameraRemoved, this, _1));
  38. }
  39. BansheeRenderer::~BansheeRenderer()
  40. {
  41. mRenderableRemovedConn.disconnect();
  42. mCameraRemovedConn.disconnect();
  43. }
  44. const String& BansheeRenderer::getName() const
  45. {
  46. static String name = "BansheeRenderer";
  47. return name;
  48. }
  49. void BansheeRenderer::_onActivated()
  50. {
  51. Renderer::_onActivated();
  52. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::createController, this));
  53. }
  54. void BansheeRenderer::_onDeactivated()
  55. {
  56. Renderer::_onDeactivated();
  57. gCoreAccessor().queueCommand(std::bind(&destroyController, mLitTexHandler));
  58. }
  59. void BansheeRenderer::createController()
  60. {
  61. mLitTexHandler = bs_new<LitTexRenderableController>();
  62. }
  63. void BansheeRenderer::destroyController(LitTexRenderableController* controller)
  64. {
  65. if (controller != nullptr)
  66. bs_delete(controller);
  67. }
  68. void BansheeRenderer::addRenderableProxy(RenderableProxyPtr proxy)
  69. {
  70. for (auto& element : proxy->renderableElements)
  71. {
  72. mRenderableElements.push_back(element);
  73. mWorldTransforms.push_back(element->worldTransform);
  74. mWorldBounds.push_back(element->calculateWorldBounds());
  75. element->renderableType = proxy->renderableType;
  76. if (proxy->renderableType == RenType_LitTextured)
  77. element->handler = mLitTexHandler;
  78. else
  79. element->handler = nullptr;
  80. if (element->handler != nullptr)
  81. element->handler->initializeRenderElem(element);
  82. element->id = (UINT32)(mRenderableElements.size() - 1);
  83. }
  84. }
  85. void BansheeRenderer::removeRenderableProxy(RenderableProxyPtr proxy)
  86. {
  87. for (auto& element : proxy->renderableElements)
  88. {
  89. assert(mRenderableElements.size() > element->id && element->id >= 0);
  90. if (mRenderableElements.size() == 0)
  91. mRenderableElements.erase(mRenderableElements.begin());
  92. else
  93. {
  94. std::swap(mRenderableElements[element->id], mRenderableElements.back());
  95. mRenderableElements.erase(mRenderableElements.end() - 1);
  96. mRenderableElements[element->id]->id = element->id;
  97. }
  98. }
  99. }
  100. void BansheeRenderer::updateRenderableProxy(RenderableProxyPtr proxy, Matrix4 localToWorld)
  101. {
  102. for (auto& element : proxy->renderableElements)
  103. {
  104. element->worldTransform = localToWorld;
  105. mWorldTransforms[element->id] = localToWorld;
  106. mWorldBounds[element->id] = element->calculateWorldBounds();
  107. }
  108. }
  109. void BansheeRenderer::addCameraProxy(CameraProxyPtr proxy)
  110. {
  111. SPtr<RenderTargetCore> renderTarget = proxy->renderTarget;
  112. auto findIter = std::find_if(mRenderTargets.begin(), mRenderTargets.end(), [&](const RenderTargetData& x) { return x.target == renderTarget; });
  113. if (findIter != mRenderTargets.end())
  114. {
  115. proxy->renderQueue = bs_shared_ptr<RenderQueue>();
  116. findIter->cameras.push_back(proxy);
  117. }
  118. else
  119. {
  120. mRenderTargets.push_back(RenderTargetData());
  121. RenderTargetData& renderTargetData = mRenderTargets.back();
  122. proxy->renderQueue = bs_shared_ptr<RenderQueue>();
  123. renderTargetData.target = renderTarget;
  124. renderTargetData.cameras.push_back(proxy);
  125. }
  126. // Sort everything based on priority
  127. auto cameraComparer = [&](const CameraProxyPtr& a, const CameraProxyPtr& b) { return a->priority > b->priority; };
  128. auto renderTargetInfoComparer = [&](const RenderTargetData& a, const RenderTargetData& b)
  129. { return a.target->getProperties().getPriority() > b.target->getProperties().getPriority(); };
  130. std::sort(begin(mRenderTargets), end(mRenderTargets), renderTargetInfoComparer);
  131. for (auto& camerasPerTarget : mRenderTargets)
  132. {
  133. Vector<CameraProxyPtr>& cameras = camerasPerTarget.cameras;
  134. std::sort(begin(cameras), end(cameras), cameraComparer);
  135. }
  136. proxy->calcWorldFrustum();
  137. }
  138. void BansheeRenderer::removeCameraProxy(CameraProxyPtr proxy)
  139. {
  140. SPtr<RenderTargetCore> renderTarget = proxy->renderTarget;
  141. auto findIter = std::find_if(mRenderTargets.begin(), mRenderTargets.end(), [&](const RenderTargetData& x) { return x.target == renderTarget; });
  142. if (findIter != mRenderTargets.end())
  143. {
  144. auto findIter2 = std::find(findIter->cameras.begin(), findIter->cameras.end(), proxy);
  145. if (findIter2 != findIter->cameras.end())
  146. {
  147. findIter->cameras.erase(findIter2);
  148. }
  149. if (findIter->cameras.size() == 0)
  150. mRenderTargets.erase(findIter);
  151. }
  152. }
  153. void BansheeRenderer::updateCameraProxy(CameraProxyPtr proxy, Vector3 worldPosition, Matrix4 worldMatrix, Matrix4 viewMatrix)
  154. {
  155. proxy->viewMatrix = viewMatrix;
  156. proxy->worldPosition = worldPosition;
  157. proxy->worldMatrix = worldMatrix;
  158. proxy->calcWorldFrustum();
  159. }
  160. void BansheeRenderer::renderableRemoved(const RenderableHandlerPtr& renderable)
  161. {
  162. if (renderable->_getActiveProxy() != nullptr)
  163. {
  164. mDeletedRenderableProxies.push_back(renderable->_getActiveProxy());
  165. }
  166. }
  167. void BansheeRenderer::cameraRemoved(const CameraHandlerPtr& camera)
  168. {
  169. if (camera->_getActiveProxy() != nullptr)
  170. {
  171. mDeletedCameraProxies.push_back(camera->_getActiveProxy());
  172. }
  173. }
  174. void BansheeRenderer::renderAll()
  175. {
  176. gSceneManager().updateRenderableTransforms();
  177. // Remove proxies from deleted Renderables
  178. for (auto& proxy : mDeletedRenderableProxies)
  179. {
  180. if (proxy != nullptr)
  181. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeRenderableProxy, this, proxy));
  182. }
  183. // Add or update Renderable proxies
  184. const Vector<SceneRenderableData>& allRenderables = gSceneManager().getAllRenderables();
  185. Vector<HSceneObject> dirtySceneObjects;
  186. Vector<RenderableHandlerPtr> dirtyRenderables;
  187. FrameAlloc* frameAlloc = gCoreThread().getFrameAlloc();
  188. for (auto& renderableData : allRenderables)
  189. {
  190. RenderableHandlerPtr renderable = renderableData.renderable;
  191. HSceneObject renderableSO = renderableData.sceneObject;
  192. bool addedNewProxy = false;
  193. RenderableProxyPtr proxy = renderable->_getActiveProxy();
  194. if (renderableSO->getActive())
  195. {
  196. if (renderable->_isCoreDirty())
  197. {
  198. if (proxy != nullptr)
  199. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeRenderableProxy, this, proxy));
  200. proxy = renderable->_createProxy(renderableSO->getWorldTfrm());
  201. renderable->_setActiveProxy(proxy);
  202. if (proxy != nullptr)
  203. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::addRenderableProxy, this, proxy));
  204. dirtyRenderables.push_back(renderable);
  205. dirtySceneObjects.push_back(renderableSO);
  206. addedNewProxy = true;
  207. }
  208. else if (renderableSO->_isCoreDirty())
  209. {
  210. if (proxy != nullptr)
  211. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::updateRenderableProxy, this, proxy, renderableSO->getWorldTfrm()));
  212. dirtySceneObjects.push_back(renderableSO);
  213. }
  214. }
  215. else // If inactive we remove the proxy until re-activated
  216. {
  217. if (proxy != nullptr)
  218. {
  219. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeRenderableProxy, this, proxy));
  220. renderable->_setActiveProxy(nullptr);
  221. renderable->_markCoreDirty();
  222. }
  223. }
  224. }
  225. // Mark all renderables as clean (needs to be done after all proxies are updated as
  226. // this will also clean materials & meshes which may be shared, so we don't want to clean them
  227. // too early.
  228. for (auto& renderable : dirtyRenderables)
  229. {
  230. renderable->_markCoreClean();
  231. }
  232. // Remove proxies from deleted Cameras
  233. for (auto& proxy : mDeletedCameraProxies)
  234. {
  235. if (proxy != nullptr)
  236. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeCameraProxy, this, proxy));
  237. }
  238. // Add or update Camera proxies
  239. const Vector<SceneCameraData>& allCameras = gSceneManager().getAllCameras();
  240. for (auto& cameraData : allCameras)
  241. {
  242. CameraHandlerPtr camera = cameraData.camera;
  243. HSceneObject cameraSO = cameraData.sceneObject;
  244. if (camera->_isCoreDirty())
  245. {
  246. CameraProxyPtr proxy = camera->_getActiveProxy();
  247. if (proxy != nullptr)
  248. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeCameraProxy, this, proxy));
  249. proxy = camera->_createProxy();
  250. camera->_setActiveProxy(proxy);
  251. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::addCameraProxy, this, proxy));
  252. camera->_markCoreClean();
  253. dirtySceneObjects.push_back(cameraSO);
  254. }
  255. else if (cameraSO->_isCoreDirty())
  256. {
  257. CameraProxyPtr proxy = camera->_getActiveProxy();
  258. assert(proxy != nullptr);
  259. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::updateCameraProxy, this,
  260. proxy, cameraSO->getWorldPosition(), cameraSO->getWorldTfrm(), camera->getViewMatrix()));
  261. dirtySceneObjects.push_back(cameraSO);
  262. }
  263. }
  264. // Mark scene objects clean
  265. for (auto& dirtySO : dirtySceneObjects)
  266. {
  267. dirtySO->_markCoreClean();
  268. }
  269. // Populate direct draw lists
  270. for (auto& cameraData : allCameras)
  271. {
  272. CameraHandlerPtr camera = cameraData.camera;
  273. HSceneObject cameraSO = cameraData.sceneObject;
  274. DrawListPtr drawList = bs_shared_ptr<DrawList>();
  275. // Get GUI render operations
  276. GUIManager::instance().render(camera->getViewport(), *drawList);
  277. // Get overlay render operations
  278. OverlayManager::instance().render(camera->getViewport(), *drawList);
  279. // Get any operations from hooked up callbacks
  280. const Viewport* viewportRawPtr = camera->getViewport().get();
  281. onRenderViewport(viewportRawPtr, *drawList);
  282. RenderQueuePtr renderQueue = bs_shared_ptr<RenderQueue>();
  283. const Vector<DrawOperation>& drawOps = drawList->getDrawOperations();
  284. // Note: It is important that draw ops update happens after renderables are updated, so that
  285. // renderable proxies properly update in case they both share the same material/mesh
  286. for (auto& drawOp : drawOps)
  287. {
  288. // Note: It is assumed render operations queued in the draw list is going
  289. // to change every frame so we create new proxies using frame allocator
  290. // every frame. It /might/ be more efficient not to use frame allocator
  291. // and only update when they actually change. That might also cause
  292. // issue if material/mesh is used both in draw list and a Renderable
  293. if (drawOp.material->_isCoreDirty(MaterialDirtyFlag::Proxy))
  294. {
  295. drawOp.material->_setActiveProxy(drawOp.material->_createProxy());
  296. drawOp.material->_markCoreClean(MaterialDirtyFlag::Proxy);
  297. drawOp.material->_markCoreClean(MaterialDirtyFlag::Material);
  298. }
  299. MaterialProxyPtr materialProxy = drawOp.material->_getActiveProxy();
  300. SPtr<MeshCoreBase> meshCore = drawOp.mesh->getCore();
  301. SubMesh subMesh = meshCore->getProperties().getSubMesh(drawOp.submeshIdx);
  302. float distanceToCamera = (cameraSO->getPosition() - drawOp.worldPosition).length();
  303. renderQueue->add(materialProxy, meshCore, subMesh, distanceToCamera);
  304. }
  305. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::addToRenderQueue, this, camera->_getActiveProxy(), renderQueue));
  306. }
  307. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::renderAllCore, this, gTime().getTime()));
  308. }
  309. void BansheeRenderer::addToRenderQueue(CameraProxyPtr proxy, RenderQueuePtr renderQueue)
  310. {
  311. RenderQueuePtr cameraRenderQueue = proxy->renderQueue;
  312. cameraRenderQueue->add(*renderQueue);
  313. }
  314. void BansheeRenderer::renderAllCore(float time)
  315. {
  316. THROW_IF_NOT_CORE_THREAD;
  317. // Update global hardware buffers
  318. mLitTexHandler->updateGlobalBuffers(time);
  319. // Render everything, target by target
  320. for (auto& renderTargetData : mRenderTargets)
  321. {
  322. SPtr<RenderTargetCore> target = renderTargetData.target;
  323. Vector<CameraProxyPtr>& cameras = renderTargetData.cameras;
  324. RenderSystem::instance().beginFrame();
  325. for(auto& camera : cameras)
  326. {
  327. Viewport viewport = camera->viewport;
  328. RenderSystem::instance().setRenderTarget(target);
  329. RenderSystem::instance().setViewport(viewport.getNormArea());
  330. UINT32 clearBuffers = 0;
  331. if(viewport.getRequiresColorClear())
  332. clearBuffers |= FBT_COLOR;
  333. if(viewport.getRequiresDepthClear())
  334. clearBuffers |= FBT_DEPTH;
  335. if(viewport.getRequiresStencilClear())
  336. clearBuffers |= FBT_STENCIL;
  337. if(clearBuffers != 0)
  338. RenderSystem::instance().clearViewport(clearBuffers, viewport.getClearColor(), viewport.getClearDepthValue(), viewport.getClearStencilValue());
  339. render(*camera, camera->renderQueue);
  340. }
  341. RenderSystem::instance().endFrame();
  342. RenderSystem::instance().swapBuffers(target);
  343. }
  344. }
  345. void BansheeRenderer::render(const CameraProxy& cameraProxy, const RenderQueuePtr& renderQueue)
  346. {
  347. THROW_IF_NOT_CORE_THREAD;
  348. RenderSystem& rs = RenderSystem::instance();
  349. Matrix4 projMatrixCstm = cameraProxy.projMatrix;
  350. Matrix4 viewMatrixCstm = cameraProxy.viewMatrix;
  351. Matrix4 viewProjMatrix = projMatrixCstm * viewMatrixCstm;
  352. onCorePreRenderViewport(cameraProxy);
  353. if (!cameraProxy.ignoreSceneRenderables)
  354. {
  355. // Update per-object param buffers and queue render elements
  356. for (auto& renderElem : mRenderableElements)
  357. {
  358. if (renderElem->handler != nullptr)
  359. renderElem->handler->bindPerObjectBuffers(renderElem);
  360. if (renderElem->renderableType == RenType_LitTextured)
  361. {
  362. Matrix4 worldViewProjMatrix = viewProjMatrix * mWorldTransforms[renderElem->id];;
  363. mLitTexHandler->updatePerObjectBuffers(renderElem, worldViewProjMatrix);
  364. }
  365. for (auto& param : renderElem->material->params)
  366. {
  367. param->updateHardwareBuffers();
  368. }
  369. // Do frustum culling
  370. // TODO - This is bound to be a bottleneck at some point. When it is ensure that intersect
  371. // methods use vector operations, as it is trivial to update them.
  372. const Sphere& boundingSphere = mWorldBounds[renderElem->id].getSphere();
  373. if (cameraProxy.worldFrustum.intersects(boundingSphere))
  374. {
  375. // More precise with the box
  376. const AABox& boundingBox = mWorldBounds[renderElem->id].getBox();
  377. if (cameraProxy.worldFrustum.intersects(boundingBox))
  378. {
  379. float distanceToCamera = (cameraProxy.worldPosition - boundingBox.getCenter()).length();
  380. renderQueue->add(renderElem, distanceToCamera);
  381. }
  382. }
  383. }
  384. }
  385. renderQueue->sort();
  386. const Vector<RenderQueueElement>& sortedRenderElements = renderQueue->getSortedElements();
  387. for(auto iter = sortedRenderElements.begin(); iter != sortedRenderElements.end(); ++iter)
  388. {
  389. MaterialProxyPtr materialProxy = iter->material;
  390. setPass(*materialProxy, iter->passIdx);
  391. draw(iter->mesh, iter->subMesh);
  392. }
  393. renderQueue->clear();
  394. onCorePostRenderViewport(cameraProxy);
  395. }
  396. }