BsBansheeRenderer.cpp 14 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 "BsDrawHelper2D.h"
  18. #include "BsDrawHelper3D.h"
  19. #include "BsGUIManager.h"
  20. #include "BsCoreThread.h"
  21. #include "BsProfilerCPU.h"
  22. #include "BsDrawList.h"
  23. using namespace std::placeholders;
  24. namespace BansheeEngine
  25. {
  26. BansheeRenderer::BansheeRenderer()
  27. {
  28. mRenderableRemovedConn = gBsSceneManager().onRenderableRemoved.connect(std::bind(&BansheeRenderer::renderableRemoved, this, _1));
  29. mCameraRemovedConn = gBsSceneManager().onCameraRemoved.connect(std::bind(&BansheeRenderer::cameraRemoved, this, _1));
  30. // Init compatibile material params
  31. RendererMaterialParams dx9params("BansheeD3D9RenderSystem", RenType_UnlitUntextured);
  32. // TODO - In a perfect world I would get element size and offsets by creating a dummy version of the param block
  33. // and reading the values.
  34. dx9params.addDataParam(RPS_WorldViewProjTfrm, GPT_VERTEX_PROGRAM, GPDT_MATRIX_4X4, sizeof(Matrix4), 0, 0, RP_AnyPass, RBS_PerObject);
  35. mRenderableMaterialParams.insert(dx9params);
  36. }
  37. BansheeRenderer::~BansheeRenderer()
  38. {
  39. mRenderableRemovedConn.disconnect();
  40. mCameraRemovedConn.disconnect();
  41. }
  42. const String& BansheeRenderer::getName() const
  43. {
  44. static String name = "BansheeRenderer";
  45. return name;
  46. }
  47. void BansheeRenderer::addRenderableProxy(RenderableProxyPtr proxy)
  48. {
  49. for (auto& element : proxy->renderableElements)
  50. {
  51. mRenderableElements.push_back(element);
  52. mWorldTransforms.push_back(element->worldTransform);
  53. mWorldBounds.push_back(element->calculateWorldBounds());
  54. element->id = (UINT32)(mRenderableElements.size() - 1);
  55. }
  56. }
  57. void BansheeRenderer::removeRenderableProxy(RenderableProxyPtr proxy)
  58. {
  59. for (auto& element : proxy->renderableElements)
  60. {
  61. assert(mRenderableElements.size() > element->id && element->id >= 0);
  62. if (mRenderableElements.size() == 0)
  63. mRenderableElements.erase(mRenderableElements.begin());
  64. else
  65. {
  66. std::swap(mRenderableElements[element->id], mRenderableElements.back());
  67. mRenderableElements.erase(mRenderableElements.end() - 1);
  68. mRenderableElements[element->id]->id = element->id;
  69. }
  70. }
  71. }
  72. void BansheeRenderer::updateRenderableProxy(RenderableProxyPtr proxy, Matrix4 localToWorld)
  73. {
  74. for (auto& element : proxy->renderableElements)
  75. {
  76. element->worldTransform = localToWorld;
  77. mWorldTransforms[element->id] = localToWorld;
  78. mWorldBounds[element->id] = element->calculateWorldBounds();
  79. }
  80. }
  81. void BansheeRenderer::addCameraProxy(CameraProxyPtr proxy)
  82. {
  83. RenderTargetPtr renderTarget = proxy->viewport.getTarget();
  84. auto findIter = std::find(mRenderTargets.begin(), mRenderTargets.end(), renderTarget);
  85. if (findIter != mRenderTargets.end())
  86. {
  87. findIter->cameras.push_back(CameraData());
  88. CameraData& camData = findIter->cameras.back();
  89. camData.cameraProxy = proxy;
  90. camData.renderQueue = bs_shared_ptr<RenderQueue>();
  91. }
  92. else
  93. {
  94. mRenderTargets.push_back(RenderTargetData());
  95. RenderTargetData& renderTargetData = mRenderTargets.back();
  96. renderTargetData.cameras.push_back(CameraData());
  97. CameraData& camData = renderTargetData.cameras.back();
  98. camData.cameraProxy = proxy;
  99. camData.renderQueue = bs_shared_ptr<RenderQueue>();
  100. }
  101. // Sort everything based on priority
  102. auto cameraComparer = [&](const CameraData& a, const CameraData& b) { return a.cameraProxy->priority > b.cameraProxy->priority; };
  103. auto renderTargetInfoComparer = [&](const RenderTargetData& a, const RenderTargetData& b) { return a.target->getPriority() > b.target->getPriority(); };
  104. std::sort(begin(mRenderTargets), end(mRenderTargets), renderTargetInfoComparer);
  105. for (auto& camerasPerTarget : mRenderTargets)
  106. {
  107. Vector<CameraData>& cameras = camerasPerTarget.cameras;
  108. std::sort(begin(cameras), end(cameras), cameraComparer);
  109. }
  110. }
  111. void BansheeRenderer::removeCameraProxy(CameraProxyPtr proxy)
  112. {
  113. RenderTargetPtr renderTarget = proxy->viewport.getTarget();
  114. auto findIter = std::find(mRenderTargets.begin(), mRenderTargets.end(), renderTarget);
  115. if (findIter != mRenderTargets.end())
  116. {
  117. auto findIter2 = std::find(findIter->cameras.begin(), findIter->cameras.end(), proxy);
  118. if (findIter2 != findIter->cameras.end())
  119. {
  120. findIter->cameras.erase(findIter2);
  121. }
  122. if (findIter->cameras.size() == 0)
  123. mRenderTargets.erase(findIter);
  124. }
  125. }
  126. void BansheeRenderer::updateCameraProxy(CameraProxyPtr proxy, Matrix4 viewMatrix)
  127. {
  128. proxy->viewMatrix = viewMatrix;
  129. }
  130. void BansheeRenderer::renderableRemoved(const HRenderable& renderable)
  131. {
  132. if (renderable->_getActiveProxy() != nullptr)
  133. {
  134. mDeletedRenderableProxies.push_back(renderable->_getActiveProxy());
  135. }
  136. }
  137. void BansheeRenderer::cameraRemoved(const HCamera& camera)
  138. {
  139. if (camera->_getActiveProxy() != nullptr)
  140. {
  141. mDeletedCameraProxies.push_back(camera->_getActiveProxy());
  142. }
  143. }
  144. void BansheeRenderer::renderAll()
  145. {
  146. gProfilerCPU().beginSample("renderA");
  147. gBsSceneManager().updateRenderableTransforms();
  148. // Remove proxies from deleted Renderables
  149. for (auto& proxy : mDeletedRenderableProxies)
  150. {
  151. if (proxy != nullptr)
  152. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeRenderableProxy, this, proxy));
  153. }
  154. // Add or update Renderable proxies
  155. const Vector<HRenderable>& allRenderables = gBsSceneManager().getAllRenderables();
  156. Vector<HSceneObject> dirtySceneObjects;
  157. for (auto& renderable : allRenderables)
  158. {
  159. if (!renderable->_isCoreDirty())
  160. {
  161. RenderableProxyPtr proxy = renderable->_getActiveProxy();
  162. if (proxy != nullptr)
  163. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeRenderableProxy, this, proxy));
  164. proxy = renderable->_createProxy();
  165. renderable->_setActiveProxy(proxy);
  166. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::addRenderableProxy, this, proxy));
  167. renderable->_markCoreClean();
  168. dirtySceneObjects.push_back(renderable->SO());
  169. }
  170. else if (!renderable->SO()->_isCoreDirty())
  171. {
  172. RenderableProxyPtr proxy = renderable->_getActiveProxy();
  173. assert(proxy != nullptr);
  174. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::updateRenderableProxy, this, proxy, renderable->SO()->getWorldTfrm()));
  175. dirtySceneObjects.push_back(renderable->SO());
  176. }
  177. }
  178. // Remove proxies from deleted Cameras
  179. for (auto& proxy : mDeletedCameraProxies)
  180. {
  181. if (proxy != nullptr)
  182. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeCameraProxy, this, proxy));
  183. }
  184. // Add or update Camera proxies
  185. const Vector<HCamera>& allCameras = gBsSceneManager().getAllCameras();
  186. for (auto& camera : allCameras)
  187. {
  188. if (!camera->_isCoreDirty())
  189. {
  190. CameraProxyPtr proxy = camera->_getActiveProxy();
  191. if (proxy != nullptr)
  192. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeCameraProxy, this, proxy));
  193. proxy = camera->_createProxy();
  194. camera->_setActiveProxy(proxy);
  195. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::addCameraProxy, this, proxy));
  196. camera->_markCoreClean();
  197. dirtySceneObjects.push_back(camera->SO());
  198. }
  199. else if (!camera->SO()->_isCoreDirty())
  200. {
  201. CameraProxyPtr proxy = camera->_getActiveProxy();
  202. assert(proxy != nullptr);
  203. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::updateCameraProxy, this, proxy, camera->getViewMatrix()));
  204. dirtySceneObjects.push_back(camera->SO());
  205. }
  206. }
  207. // Mark everything clean
  208. for (auto& dirtySO : dirtySceneObjects)
  209. {
  210. dirtySO->_markCoreClean();
  211. }
  212. // Populate direct draw lists
  213. UINT32 idx = 0;
  214. for (auto& camera : allCameras)
  215. {
  216. DrawList drawList;
  217. // Get GUI render operations
  218. GUIManager::instance().render(camera->getViewport(), drawList);
  219. // Get overlay render operations
  220. OverlayManager::instance().render(camera->getViewport(), drawList);
  221. // Get debug render operations
  222. DrawHelper3D::instance().render(camera, drawList);
  223. DrawHelper2D::instance().render(camera, drawList);
  224. // Get any operations from hooked up callbacks
  225. const Viewport* viewportRawPtr = camera->getViewport().get();
  226. auto callbacksForViewport = mRenderCallbacks[viewportRawPtr];
  227. for (auto& callback : callbacksForViewport)
  228. callback(viewportRawPtr, drawList);
  229. RenderQueuePtr renderQueue = renderQueues[idx];
  230. const Vector<DrawOperation>& drawOps = drawList.getDrawOperations();
  231. for (auto& drawOp : drawOps)
  232. {
  233. // TODO - Will I need to check if materials match renderer?
  234. renderQueue->add(drawOp.material->_createProxy(),
  235. drawOp.mesh->_createProxy(drawOp.submeshIdx), drawOp.worldPosition);
  236. }
  237. idx++;
  238. }
  239. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::renderAllCore, this));
  240. }
  241. void BansheeRenderer::renderAllCore()
  242. {
  243. THROW_IF_NOT_CORE_THREAD;
  244. // Render everything, target by target
  245. for (auto& renderTargetData : mRenderTargets)
  246. {
  247. RenderTargetPtr target = renderTargetData.target;
  248. Vector<CameraData>& cameraData = renderTargetData.cameras;
  249. RenderSystem::instance().beginFrame();
  250. for(auto& data : cameraData)
  251. {
  252. Viewport& viewport = data.cameraProxy->viewport;
  253. RenderSystem::instance().setViewport(viewport);
  254. UINT32 clearBuffers = 0;
  255. if(viewport.getRequiresColorClear())
  256. clearBuffers |= FBT_COLOR;
  257. if(viewport.getRequiresDepthClear())
  258. clearBuffers |= FBT_DEPTH;
  259. if(viewport.getRequiresStencilClear())
  260. clearBuffers |= FBT_STENCIL;
  261. if(clearBuffers != 0)
  262. RenderSystem::instance().clearViewport(clearBuffers, viewport.getClearColor(), viewport.getClearDepthValue(), viewport.getClearStencilValue());
  263. render(*data.cameraProxy, data.renderQueue);
  264. }
  265. RenderSystem::instance().endFrame();
  266. RenderSystem::instance().swapBuffers(target);
  267. }
  268. }
  269. void BansheeRenderer::render(const CameraProxy& cameraProxy, const RenderQueuePtr& renderQueue)
  270. {
  271. THROW_IF_NOT_CORE_THREAD;
  272. RenderSystem& rs = RenderSystem::instance();
  273. if (!cameraProxy.ignoreSceneRenderables)
  274. {
  275. // TODO - Do frustum culling
  276. for (auto& renderableProxy : mRenderableElements)
  277. {
  278. // TODO - Apply world-view-proj matrix
  279. renderQueue->add(renderableProxy->material, renderableProxy->mesh, mWorldBounds[renderableProxy->id].getSphere().getCenter());
  280. }
  281. }
  282. Matrix4 projMatrixCstm = cameraProxy.projMatrix;
  283. Matrix4 viewMatrixCstm = cameraProxy.viewMatrix;
  284. Matrix4 viewProjMatrix = projMatrixCstm * viewMatrixCstm;
  285. renderQueue->sort();
  286. const Vector<RenderQueueElement>& sortedRenderElements = renderQueue->getSortedElements();
  287. for(auto iter = sortedRenderElements.begin(); iter != sortedRenderElements.end(); ++iter)
  288. {
  289. MaterialProxyPtr materialProxy = iter->material;
  290. setPass(materialProxy->passes[iter->passIdx]);
  291. draw(*iter->mesh);
  292. }
  293. }
  294. void BansheeRenderer::setPass(const MaterialProxyPass& pass)
  295. {
  296. THROW_IF_NOT_CORE_THREAD;
  297. RenderSystem& rs = RenderSystem::instance();
  298. if (pass.vertexProg)
  299. {
  300. rs.bindGpuProgram(pass.vertexProg);
  301. rs.bindGpuParams(GPT_VERTEX_PROGRAM, *pass.vertexProgParams);
  302. }
  303. else
  304. rs.unbindGpuProgram(GPT_VERTEX_PROGRAM);
  305. if (pass.fragmentProg)
  306. {
  307. rs.bindGpuProgram(pass.fragmentProg);
  308. rs.bindGpuParams(GPT_FRAGMENT_PROGRAM, *pass.geometryProgParams);
  309. }
  310. else
  311. rs.unbindGpuProgram(GPT_FRAGMENT_PROGRAM);
  312. if (pass.geometryProg)
  313. {
  314. rs.bindGpuProgram(pass.geometryProg);
  315. rs.bindGpuParams(GPT_GEOMETRY_PROGRAM, *pass.geometryProgParams);
  316. }
  317. else
  318. rs.unbindGpuProgram(GPT_GEOMETRY_PROGRAM);
  319. if (pass.hullProg)
  320. {
  321. rs.bindGpuProgram(pass.hullProg);
  322. rs.bindGpuParams(GPT_HULL_PROGRAM, *pass.hullProgParams);
  323. }
  324. else
  325. rs.unbindGpuProgram(GPT_HULL_PROGRAM);
  326. if (pass.domainProg)
  327. {
  328. rs.bindGpuProgram(pass.domainProg);
  329. rs.bindGpuParams(GPT_DOMAIN_PROGRAM, *pass.domainProgParams);
  330. }
  331. else
  332. rs.unbindGpuProgram(GPT_DOMAIN_PROGRAM);
  333. if (pass.computeProg)
  334. {
  335. rs.bindGpuProgram(pass.computeProg);
  336. rs.bindGpuParams(GPT_COMPUTE_PROGRAM, *pass.computeProgParams);
  337. }
  338. else
  339. rs.unbindGpuProgram(GPT_COMPUTE_PROGRAM);
  340. // TODO - Try to limit amount of state changes, if previous state is already the same
  341. // Set up non-texture related pass settings
  342. if (pass.blendState != nullptr)
  343. rs.setBlendState(pass.blendState.getInternalPtr());
  344. else
  345. rs.setBlendState(BlendState::getDefault());
  346. if (pass.depthStencilState != nullptr)
  347. rs.setDepthStencilState(pass.depthStencilState.getInternalPtr(), pass.stencilRefValue);
  348. else
  349. rs.setDepthStencilState(DepthStencilState::getDefault(), pass.stencilRefValue);
  350. if (pass.rasterizerState != nullptr)
  351. rs.setRasterizerState(pass.rasterizerState.getInternalPtr());
  352. else
  353. rs.setRasterizerState(RasterizerState::getDefault());
  354. }
  355. void BansheeRenderer::draw(const MeshProxy& meshProxy)
  356. {
  357. THROW_IF_NOT_CORE_THREAD;
  358. RenderSystem& rs = RenderSystem::instance();
  359. MeshPtr mesh = meshProxy.mesh;
  360. std::shared_ptr<VertexData> vertexData = mesh->_getVertexData();
  361. rs.setVertexDeclaration(vertexData->vertexDeclaration);
  362. auto vertexBuffers = vertexData->getBuffers();
  363. if (vertexBuffers.size() > 0)
  364. {
  365. VertexBufferPtr buffers[MAX_BOUND_VERTEX_BUFFERS];
  366. UINT32 endSlot = 0;
  367. UINT32 startSlot = MAX_BOUND_VERTEX_BUFFERS;
  368. for (auto iter = vertexBuffers.begin(); iter != vertexBuffers.end(); ++iter)
  369. {
  370. if (iter->first >= MAX_BOUND_VERTEX_BUFFERS)
  371. BS_EXCEPT(InvalidParametersException, "Buffer index out of range");
  372. startSlot = std::min(iter->first, startSlot);
  373. endSlot = std::max(iter->first, endSlot);
  374. }
  375. for (auto iter = vertexBuffers.begin(); iter != vertexBuffers.end(); ++iter)
  376. {
  377. buffers[iter->first - startSlot] = iter->second;
  378. }
  379. rs.setVertexBuffers(startSlot, buffers, endSlot - startSlot + 1);
  380. }
  381. SubMesh subMesh = meshProxy.subMesh;
  382. rs.setDrawOperation(subMesh.drawOp);
  383. IndexBufferPtr indexBuffer = mesh->_getIndexBuffer();
  384. UINT32 indexCount = subMesh.indexCount;
  385. if (indexCount == 0)
  386. indexCount = indexBuffer->getNumIndices();
  387. rs.setIndexBuffer(indexBuffer);
  388. rs.drawIndexed(subMesh.indexOffset, indexCount, mesh->_getVertexOffset(), vertexData->vertexCount);
  389. mesh->_notifyUsedOnGPU();
  390. }
  391. }