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- #include "BsBansheeRenderer.h"
- #include "BsCamera.h"
- #include "BsSceneObject.h"
- #include "BsSceneManager.h"
- #include "BsRenderable.h"
- #include "BsMaterial.h"
- #include "BsMesh.h"
- #include "BsPass.h"
- #include "BsBlendState.h"
- #include "BsRasterizerState.h"
- #include "BsDepthStencilState.h"
- #include "BsCoreApplication.h"
- #include "BsViewport.h"
- #include "BsRenderTarget.h"
- #include "BsRenderOperation.h"
- #include "BsDefaultRenderQueue.h"
- #include "BsOverlayManager.h"
- #include "BsDrawHelper2D.h"
- #include "BsDrawHelper3D.h"
- #include "BsGUIManager.h"
- #include "BsCoreThread.h"
- #include "BsProfilerCPU.h"
- #include "BsDrawList.h"
- using namespace std::placeholders;
- namespace BansheeEngine
- {
- BansheeRenderer::BansheeRenderer()
- {
- mRenderableRemovedConn = gBsSceneManager().onRenderableRemoved.connect(std::bind(&BansheeRenderer::renderableRemoved, this, _1));
- }
- BansheeRenderer::~BansheeRenderer()
- {
- assert(false); // TODO - Delete all renderable proxies
- mRenderableRemovedConn.disconnect();
- }
- const String& BansheeRenderer::getName() const
- {
- static String name = "BansheeRenderer";
- return name;
- }
- void BansheeRenderer::addRenderableProxy(RenderableProxy* proxy)
- {
- for (auto& subProxy : proxy->subProxies)
- {
- mRenderableProxies.push_back(subProxy);
- mWorldTransforms.push_back(subProxy->worldTransform);
- mWorldBounds.push_back(subProxy->calculateWorldBounds());
- subProxy->markBoundsClean();
- subProxy->id = (UINT32)(mRenderableProxies.size() - 1);
- subProxy->mesh->addRenderableProxy(subProxy);
- }
- }
- void BansheeRenderer::removeRenderableProxy(RenderableProxy* proxy)
- {
- for (auto& subProxy : proxy->subProxies)
- {
- assert(mRenderableProxies.size() > subProxy->id && subProxy->id >= 0);
- if (mRenderableProxies.size() == 0)
- mRenderableProxies.erase(mRenderableProxies.begin());
- else
- {
- std::swap(mRenderableProxies[subProxy->id], mRenderableProxies.back());
- mRenderableProxies.erase(mRenderableProxies.end() - 1);
- mRenderableProxies[subProxy->id]->id = subProxy->id;
- }
- subProxy->mesh->removeRenderableProxy(subProxy);
- bs_delete(subProxy);
- }
- bs_delete(proxy);
- }
- void BansheeRenderer::updateRenderableProxy(RenderableProxy* proxy, Matrix4 localToWorld)
- {
- for (auto& subProxy : proxy->subProxies)
- {
- subProxy->worldTransform = localToWorld;
- mWorldTransforms[subProxy->id] = localToWorld;
- mWorldBounds[subProxy->id] = subProxy->calculateWorldBounds();
- subProxy->markBoundsClean();
- }
- }
- void BansheeRenderer::renderableRemoved(const HRenderable& renderable)
- {
- if (renderable->_getActiveProxy() != nullptr)
- {
- mDeletedProxies.push_back(renderable->_getActiveProxy());
- }
- }
- void BansheeRenderer::renderAll()
- {
- gProfilerCPU().beginSample("renderA");
- gBsSceneManager().updateRenderableTransforms();
- // Remove proxies from deleted Renderable
- for (auto& proxy : mDeletedProxies)
- {
- if (proxy != nullptr)
- gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeRenderableProxy, this, proxy));
- }
- // Add or update Renderable proxies
- const Vector<HRenderable>& allRenderables = gBsSceneManager().getAllRenderables();
- for (auto& renderable : allRenderables)
- {
- if (!renderable->_isRenderDataDirty())
- {
- RenderableProxy* proxy = renderable->_getActiveProxy();
- if (proxy != nullptr)
- gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeRenderableProxy, this, proxy));
- proxy = renderable->_createProxy(gCoreThread().getFrameAlloc());
- renderable->_setActiveProxy(proxy);
- gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::addRenderableProxy, this, proxy));
- renderable->_markRenderDataClean();
- renderable->SO()->_markRenderDataUpToDate();
- }
- else if (!renderable->SO()->_isRenderDataUpToDate())
- {
- RenderableProxy* proxy = renderable->_getActiveProxy();
- assert(proxy != nullptr);
- gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::updateRenderableProxy, this, proxy, renderable->SO()->getWorldTfrm()));
- renderable->SO()->_markRenderDataUpToDate();
- }
- }
- // Create frame data
- const Vector<HCamera>& allCameras = gBsSceneManager().getAllCameras();
- Vector<RenderQueuePtr> renderQueues;
- std::shared_ptr<FrameData> frameData = bs_shared_ptr<FrameData>();
- for (auto& camera : allCameras)
- {
- RenderTargetPtr target = camera->getViewport()->getTarget();
- auto findIter = std::find_if(begin(frameData->renderTargets), end(frameData->renderTargets),
- [&target](const RenderTargetData& x) { return x.target == target; });
- if (findIter == frameData->renderTargets.end())
- {
- frameData->renderTargets.push_back(RenderTargetData());
- RenderTargetData& renderTargetData = frameData->renderTargets.back();
- renderTargetData.target = target;
- renderTargetData.cameras.push_back(CameraData());
- CameraData& camData = renderTargetData.cameras.back();
- camData.cameraProxy = camera->_createProxy();
- camData.renderQueue = bs_shared_ptr<DefaultRenderQueue>();
- renderQueues.push_back(camData.renderQueue);
- }
- else
- {
- findIter->cameras.push_back(CameraData());
- CameraData& camData = findIter->cameras.back();
- camData.cameraProxy = camera->_createProxy();
- camData.renderQueue = bs_shared_ptr<DefaultRenderQueue>();
- renderQueues.push_back(camData.renderQueue);
- }
- }
- // Sort everything based on priority
- auto cameraComparer = [&](const CameraData& a, const CameraData& b) { return a.cameraProxy.priority > b.cameraProxy.priority; };
- auto renderTargetInfoComparer = [&](const RenderTargetData& a, const RenderTargetData& b) { return a.target->getPriority() > b.target->getPriority(); };
- std::sort(begin(frameData->renderTargets), end(frameData->renderTargets), renderTargetInfoComparer);
- for (auto& camerasPerTarget : frameData->renderTargets)
- {
- Vector<CameraData>& cameras = camerasPerTarget.cameras;
- std::sort(begin(cameras), end(cameras), cameraComparer);
- }
- // Populate direct draw lists
- UINT32 idx = 0;
- for (auto& camera : allCameras)
- {
- DrawList drawList;
- // Get GUI render operations
- GUIManager::instance().render(camera->getViewport(), drawList);
- // Get overlay render operations
- OverlayManager::instance().render(camera->getViewport(), drawList);
- // Get debug render operations
- DrawHelper3D::instance().render(camera, drawList);
- DrawHelper2D::instance().render(camera, drawList);
- // Get any operations from hooked up callbacks
- const Viewport* viewportRawPtr = camera->getViewport().get();
- auto callbacksForViewport = mRenderCallbacks[viewportRawPtr];
- for (auto& callback : callbacksForViewport)
- callback(viewportRawPtr, drawList);
- RenderQueuePtr renderQueue = renderQueues[idx];
- const Vector<DrawOperation>& drawOps = drawList.getDrawOperations();
- for (auto& drawOp : drawOps)
- {
- // TODO - Will I need to check if materials match renderer?
- renderQueue->add(drawOp.material->_createProxy(gCoreThread().getFrameAlloc()),
- &drawOp.mesh->_getRenderData(drawOp.submeshIdx), drawOp.worldPosition);
- }
- idx++;
- }
- gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::renderAllCore, this, frameData));
- }
- void BansheeRenderer::renderAllCore(std::shared_ptr<FrameData> frameData)
- {
- THROW_IF_NOT_CORE_THREAD;
- // Render everything, target by target
- for (auto& renderTargetData : frameData->renderTargets)
- {
- RenderTargetPtr target = renderTargetData.target;
- Vector<CameraData>& cameraData = renderTargetData.cameras;
- RenderSystem::instance().beginFrame();
- for(auto& data : cameraData)
- {
- Viewport& viewport = data.cameraProxy.viewport;
- RenderSystem::instance().setViewport(viewport);
- UINT32 clearBuffers = 0;
- if(viewport.getRequiresColorClear())
- clearBuffers |= FBT_COLOR;
- if(viewport.getRequiresDepthClear())
- clearBuffers |= FBT_DEPTH;
- if(viewport.getRequiresStencilClear())
- clearBuffers |= FBT_STENCIL;
- if(clearBuffers != 0)
- RenderSystem::instance().clearViewport(clearBuffers, viewport.getClearColor(), viewport.getClearDepthValue(), viewport.getClearStencilValue());
- render(data.cameraProxy, data.renderQueue);
- }
- RenderSystem::instance().endFrame();
- RenderSystem::instance().swapBuffers(target);
- }
- }
- void BansheeRenderer::render(const CameraProxy& cameraProxy, const RenderQueuePtr& renderQueue)
- {
- THROW_IF_NOT_CORE_THREAD;
- RenderSystem& rs = RenderSystem::instance();
- if (!cameraProxy.ignoreSceneRenderables)
- {
- // TODO - Do frustum culling
- for (auto& renderableProxy : mRenderableProxies)
- {
- // TODO - Apply world-view-proj matrix
- renderQueue->add(renderableProxy->material, renderableProxy->mesh, mWorldBounds[renderableProxy->id].getSphere().getCenter());
-
- }
- }
- Matrix4 projMatrixCstm = cameraProxy.projMatrix;
- Matrix4 viewMatrixCstm = cameraProxy.viewMatrix;
- Matrix4 viewProjMatrix = projMatrixCstm * viewMatrixCstm;
- renderQueue->sort();
- const Vector<SortedRenderOp>& sortedROps = renderQueue->getSortedRenderOps();
- for(auto iter = sortedROps.begin(); iter != sortedROps.end(); ++iter)
- {
- const RenderOperation& renderOp = *iter->baseOperation;
- const MaterialProxy& materialProxy = renderOp.material;
- setPass(materialProxy.passes[iter->passIdx]);
- draw(*renderOp.mesh);
- }
- }
- void BansheeRenderer::setPass(const MaterialProxy::PassData& pass)
- {
- THROW_IF_NOT_CORE_THREAD;
- RenderSystem& rs = RenderSystem::instance();
- if (pass.vertexProg)
- {
- rs.bindGpuProgram(pass.vertexProg);
- rs.bindGpuParams(GPT_VERTEX_PROGRAM, *pass.vertexProgParams);
- }
- else
- rs.unbindGpuProgram(GPT_VERTEX_PROGRAM);
- if (pass.fragmentProg)
- {
- rs.bindGpuProgram(pass.fragmentProg);
- rs.bindGpuParams(GPT_FRAGMENT_PROGRAM, *pass.geometryProgParams);
- }
- else
- rs.unbindGpuProgram(GPT_FRAGMENT_PROGRAM);
- if (pass.geometryProg)
- {
- rs.bindGpuProgram(pass.geometryProg);
- rs.bindGpuParams(GPT_GEOMETRY_PROGRAM, *pass.geometryProgParams);
- }
- else
- rs.unbindGpuProgram(GPT_GEOMETRY_PROGRAM);
- if (pass.hullProg)
- {
- rs.bindGpuProgram(pass.hullProg);
- rs.bindGpuParams(GPT_HULL_PROGRAM, *pass.hullProgParams);
- }
- else
- rs.unbindGpuProgram(GPT_HULL_PROGRAM);
- if (pass.domainProg)
- {
- rs.bindGpuProgram(pass.domainProg);
- rs.bindGpuParams(GPT_DOMAIN_PROGRAM, *pass.domainProgParams);
- }
- else
- rs.unbindGpuProgram(GPT_DOMAIN_PROGRAM);
- if (pass.computeProg)
- {
- rs.bindGpuProgram(pass.computeProg);
- rs.bindGpuParams(GPT_COMPUTE_PROGRAM, *pass.computeProgParams);
- }
- else
- rs.unbindGpuProgram(GPT_COMPUTE_PROGRAM);
- // TODO - Try to limit amount of state changes, if previous state is already the same
- // Set up non-texture related pass settings
- if (pass.blendState != nullptr)
- rs.setBlendState(pass.blendState.getInternalPtr());
- else
- rs.setBlendState(BlendState::getDefault());
- if (pass.depthStencilState != nullptr)
- rs.setDepthStencilState(pass.depthStencilState.getInternalPtr(), pass.stencilRefValue);
- else
- rs.setDepthStencilState(DepthStencilState::getDefault(), pass.stencilRefValue);
- if (pass.rasterizerState != nullptr)
- rs.setRasterizerState(pass.rasterizerState.getInternalPtr());
- else
- rs.setRasterizerState(RasterizerState::getDefault());
- }
- void BansheeRenderer::draw(const MeshRenderData& mesh)
- {
- THROW_IF_NOT_CORE_THREAD;
- RenderSystem& rs = RenderSystem::instance();
- std::shared_ptr<VertexData> vertexData = mesh.getVertexData();
- rs.setVertexDeclaration(vertexData->vertexDeclaration);
- auto vertexBuffers = vertexData->getBuffers();
- if (vertexBuffers.size() > 0)
- {
- VertexBufferPtr buffers[MAX_BOUND_VERTEX_BUFFERS];
- UINT32 endSlot = 0;
- UINT32 startSlot = MAX_BOUND_VERTEX_BUFFERS;
- for (auto iter = vertexBuffers.begin(); iter != vertexBuffers.end(); ++iter)
- {
- if (iter->first >= MAX_BOUND_VERTEX_BUFFERS)
- BS_EXCEPT(InvalidParametersException, "Buffer index out of range");
- startSlot = std::min(iter->first, startSlot);
- endSlot = std::max(iter->first, endSlot);
- }
- for (auto iter = vertexBuffers.begin(); iter != vertexBuffers.end(); ++iter)
- {
- buffers[iter->first - startSlot] = iter->second;
- }
- rs.setVertexBuffers(startSlot, buffers, endSlot - startSlot + 1);
- }
- SubMesh subMesh = mesh.getSubMesh();
- rs.setDrawOperation(subMesh.drawOp);
- IndexBufferPtr indexBuffer = mesh.getIndexBuffer();
- UINT32 indexCount = subMesh.indexCount;
- if (indexCount == 0)
- indexCount = indexBuffer->getNumIndices();
- rs.setIndexBuffer(indexBuffer);
- rs.drawIndexed(subMesh.indexOffset, indexCount, mesh.getVertexOffset(), vertexData->vertexCount);
- mesh.notifyUsedOnGPU();
- }
- }
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