BsBansheeRenderer.cpp 11 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 "BsRenderOperation.h"
  16. #include "BsDefaultRenderQueue.h"
  17. #include "BsOverlayManager.h"
  18. #include "BsDrawHelper2D.h"
  19. #include "BsDrawHelper3D.h"
  20. #include "BsGUIManager.h"
  21. #include "BsCoreThread.h"
  22. #include "BsProfilerCPU.h"
  23. #include "BsDrawList.h"
  24. using namespace std::placeholders;
  25. namespace BansheeEngine
  26. {
  27. BansheeRenderer::BansheeRenderer()
  28. {
  29. mRenderableRemovedConn = gBsSceneManager().onRenderableRemoved.connect(std::bind(&BansheeRenderer::renderableRemoved, this, _1));
  30. }
  31. BansheeRenderer::~BansheeRenderer()
  32. {
  33. assert(false); // TODO - Delete all renderable proxies
  34. mRenderableRemovedConn.disconnect();
  35. }
  36. const String& BansheeRenderer::getName() const
  37. {
  38. static String name = "BansheeRenderer";
  39. return name;
  40. }
  41. void BansheeRenderer::addRenderableProxy(RenderableProxy* proxy)
  42. {
  43. for (auto& subProxy : proxy->subProxies)
  44. {
  45. mRenderableProxies.push_back(subProxy);
  46. mWorldTransforms.push_back(subProxy->worldTransform);
  47. mWorldBounds.push_back(subProxy->calculateWorldBounds());
  48. subProxy->markBoundsClean();
  49. subProxy->id = (UINT32)(mRenderableProxies.size() - 1);
  50. subProxy->mesh->addRenderableProxy(subProxy);
  51. }
  52. }
  53. void BansheeRenderer::removeRenderableProxy(RenderableProxy* proxy)
  54. {
  55. for (auto& subProxy : proxy->subProxies)
  56. {
  57. assert(mRenderableProxies.size() > subProxy->id && subProxy->id >= 0);
  58. if (mRenderableProxies.size() == 0)
  59. mRenderableProxies.erase(mRenderableProxies.begin());
  60. else
  61. {
  62. std::swap(mRenderableProxies[subProxy->id], mRenderableProxies.back());
  63. mRenderableProxies.erase(mRenderableProxies.end() - 1);
  64. mRenderableProxies[subProxy->id]->id = subProxy->id;
  65. }
  66. subProxy->mesh->removeRenderableProxy(subProxy);
  67. bs_delete(subProxy);
  68. }
  69. bs_delete(proxy);
  70. }
  71. void BansheeRenderer::updateRenderableProxy(RenderableProxy* proxy, Matrix4 localToWorld)
  72. {
  73. for (auto& subProxy : proxy->subProxies)
  74. {
  75. subProxy->worldTransform = localToWorld;
  76. mWorldTransforms[subProxy->id] = localToWorld;
  77. mWorldBounds[subProxy->id] = subProxy->calculateWorldBounds();
  78. subProxy->markBoundsClean();
  79. }
  80. }
  81. void BansheeRenderer::renderableRemoved(const HRenderable& renderable)
  82. {
  83. if (renderable->_getActiveProxy() != nullptr)
  84. {
  85. mDeletedProxies.push_back(renderable->_getActiveProxy());
  86. }
  87. }
  88. void BansheeRenderer::renderAll()
  89. {
  90. gProfilerCPU().beginSample("renderA");
  91. gBsSceneManager().updateRenderableTransforms();
  92. // Remove proxies from deleted Renderable
  93. for (auto& proxy : mDeletedProxies)
  94. {
  95. if (proxy != nullptr)
  96. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeRenderableProxy, this, proxy));
  97. }
  98. // Add or update Renderable proxies
  99. const Vector<HRenderable>& allRenderables = gBsSceneManager().getAllRenderables();
  100. for (auto& renderable : allRenderables)
  101. {
  102. if (!renderable->_isRenderDataDirty())
  103. {
  104. RenderableProxy* proxy = renderable->_getActiveProxy();
  105. if (proxy != nullptr)
  106. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeRenderableProxy, this, proxy));
  107. proxy = renderable->_createProxy(gCoreThread().getFrameAlloc());
  108. renderable->_setActiveProxy(proxy);
  109. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::addRenderableProxy, this, proxy));
  110. renderable->_markRenderDataClean();
  111. renderable->SO()->_markRenderDataUpToDate();
  112. }
  113. else if (!renderable->SO()->_isRenderDataUpToDate())
  114. {
  115. RenderableProxy* proxy = renderable->_getActiveProxy();
  116. assert(proxy != nullptr);
  117. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::updateRenderableProxy, this, proxy, renderable->SO()->getWorldTfrm()));
  118. renderable->SO()->_markRenderDataUpToDate();
  119. }
  120. }
  121. // Create frame data
  122. const Vector<HCamera>& allCameras = gBsSceneManager().getAllCameras();
  123. Vector<RenderQueuePtr> renderQueues;
  124. std::shared_ptr<FrameData> frameData = bs_shared_ptr<FrameData>();
  125. for (auto& camera : allCameras)
  126. {
  127. RenderTargetPtr target = camera->getViewport()->getTarget();
  128. auto findIter = std::find_if(begin(frameData->renderTargets), end(frameData->renderTargets),
  129. [&target](const RenderTargetData& x) { return x.target == target; });
  130. if (findIter == frameData->renderTargets.end())
  131. {
  132. frameData->renderTargets.push_back(RenderTargetData());
  133. RenderTargetData& renderTargetData = frameData->renderTargets.back();
  134. renderTargetData.target = target;
  135. renderTargetData.cameras.push_back(CameraData());
  136. CameraData& camData = renderTargetData.cameras.back();
  137. camData.cameraProxy = camera->_createProxy();
  138. camData.renderQueue = bs_shared_ptr<DefaultRenderQueue>();
  139. renderQueues.push_back(camData.renderQueue);
  140. }
  141. else
  142. {
  143. findIter->cameras.push_back(CameraData());
  144. CameraData& camData = findIter->cameras.back();
  145. camData.cameraProxy = camera->_createProxy();
  146. camData.renderQueue = bs_shared_ptr<DefaultRenderQueue>();
  147. renderQueues.push_back(camData.renderQueue);
  148. }
  149. }
  150. // Sort everything based on priority
  151. auto cameraComparer = [&](const CameraData& a, const CameraData& b) { return a.cameraProxy.priority > b.cameraProxy.priority; };
  152. auto renderTargetInfoComparer = [&](const RenderTargetData& a, const RenderTargetData& b) { return a.target->getPriority() > b.target->getPriority(); };
  153. std::sort(begin(frameData->renderTargets), end(frameData->renderTargets), renderTargetInfoComparer);
  154. for (auto& camerasPerTarget : frameData->renderTargets)
  155. {
  156. Vector<CameraData>& cameras = camerasPerTarget.cameras;
  157. std::sort(begin(cameras), end(cameras), cameraComparer);
  158. }
  159. // Populate direct draw lists
  160. UINT32 idx = 0;
  161. for (auto& camera : allCameras)
  162. {
  163. DrawList drawList;
  164. // Get GUI render operations
  165. GUIManager::instance().render(camera->getViewport(), drawList);
  166. // Get overlay render operations
  167. OverlayManager::instance().render(camera->getViewport(), drawList);
  168. // Get debug render operations
  169. DrawHelper3D::instance().render(camera, drawList);
  170. DrawHelper2D::instance().render(camera, drawList);
  171. // Get any operations from hooked up callbacks
  172. const Viewport* viewportRawPtr = camera->getViewport().get();
  173. auto callbacksForViewport = mRenderCallbacks[viewportRawPtr];
  174. for (auto& callback : callbacksForViewport)
  175. callback(viewportRawPtr, drawList);
  176. RenderQueuePtr renderQueue = renderQueues[idx];
  177. const Vector<DrawOperation>& drawOps = drawList.getDrawOperations();
  178. for (auto& drawOp : drawOps)
  179. {
  180. // TODO - Will I need to check if materials match renderer?
  181. renderQueue->add(drawOp.material->_createProxy(gCoreThread().getFrameAlloc()),
  182. &drawOp.mesh->_getMeshProxy(drawOp.submeshIdx), drawOp.worldPosition);
  183. }
  184. idx++;
  185. }
  186. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::renderAllCore, this, frameData));
  187. }
  188. void BansheeRenderer::renderAllCore(std::shared_ptr<FrameData> frameData)
  189. {
  190. // Render everything, target by target
  191. for (auto& renderTargetData : frameData->renderTargets)
  192. {
  193. RenderTargetPtr target = renderTargetData.target;
  194. Vector<CameraData>& cameraData = renderTargetData.cameras;
  195. RenderSystem::instance().beginFrame();
  196. for(auto& data : cameraData)
  197. {
  198. Viewport& viewport = data.cameraProxy.viewport;
  199. RenderSystem::instance().setViewport(viewport);
  200. UINT32 clearBuffers = 0;
  201. if(viewport.getRequiresColorClear())
  202. clearBuffers |= FBT_COLOR;
  203. if(viewport.getRequiresDepthClear())
  204. clearBuffers |= FBT_DEPTH;
  205. if(viewport.getRequiresStencilClear())
  206. clearBuffers |= FBT_STENCIL;
  207. if(clearBuffers != 0)
  208. RenderSystem::instance().clearViewport(clearBuffers, viewport.getClearColor(), viewport.getClearDepthValue(), viewport.getClearStencilValue());
  209. render(data.cameraProxy, data.renderQueue);
  210. }
  211. RenderSystem::instance().endFrame();
  212. RenderSystem::instance().swapBuffers(target);
  213. }
  214. }
  215. void BansheeRenderer::render(const CameraProxy& cameraProxy, const RenderQueuePtr& renderQueue)
  216. {
  217. RenderSystem& rs = RenderSystem::instance();
  218. if (!cameraProxy.ignoreSceneRenderables)
  219. {
  220. // TODO - Do frustum culling
  221. for (auto& renderableProxy : mRenderableProxies)
  222. {
  223. // TODO - Apply world-view-proj matrix
  224. renderQueue->add(renderableProxy->material, renderableProxy->mesh, mWorldBounds[renderableProxy->id].getSphere().getCenter());
  225. }
  226. }
  227. Matrix4 projMatrixCstm = cameraProxy.projMatrix;
  228. Matrix4 viewMatrixCstm = cameraProxy.viewMatrix;
  229. Matrix4 viewProjMatrix = projMatrixCstm * viewMatrixCstm;
  230. renderQueue->sort();
  231. const Vector<SortedRenderOp>& sortedROps = renderQueue->getSortedRenderOps();
  232. for(auto iter = sortedROps.begin(); iter != sortedROps.end(); ++iter)
  233. {
  234. const RenderOperation& renderOp = *iter->baseOperation;
  235. const MaterialProxy& materialProxy = renderOp.material;
  236. setPass(materialProxy.passes[iter->passIdx]);
  237. // TODO - Call rs.render() - I need to refactor it so it accepts vertex and index data instead of mesh,
  238. // but I need to find a way to notify mesh when it is used on GPU. (Notify the proxy?)
  239. SubMesh subMesh = renderOp.mesh->getSubMesh();
  240. //rs.render(renderOp.mesh->getVertexData(), renderOp.mesh->getIndexBuffer(), subMesh.indexOffset, subMesh.indexCount, true, subMesh.drawOp);
  241. }
  242. }
  243. void BansheeRenderer::setPass(const MaterialProxy::PassData& pass)
  244. {
  245. RenderSystem& rs = RenderSystem::instance();
  246. if (pass.vertexProg)
  247. {
  248. rs.bindGpuProgram(pass.vertexProg);
  249. rs.bindGpuParams(GPT_VERTEX_PROGRAM, *pass.vertexProgParams);
  250. }
  251. else
  252. rs.unbindGpuProgram(GPT_VERTEX_PROGRAM);
  253. if (pass.fragmentProg)
  254. {
  255. rs.bindGpuProgram(pass.fragmentProg);
  256. rs.bindGpuParams(GPT_FRAGMENT_PROGRAM, *pass.geometryProgParams);
  257. }
  258. else
  259. rs.unbindGpuProgram(GPT_FRAGMENT_PROGRAM);
  260. if (pass.geometryProg)
  261. {
  262. rs.bindGpuProgram(pass.geometryProg);
  263. rs.bindGpuParams(GPT_GEOMETRY_PROGRAM, *pass.geometryProgParams);
  264. }
  265. else
  266. rs.unbindGpuProgram(GPT_GEOMETRY_PROGRAM);
  267. if (pass.hullProg)
  268. {
  269. rs.bindGpuProgram(pass.hullProg);
  270. rs.bindGpuParams(GPT_HULL_PROGRAM, *pass.hullProgParams);
  271. }
  272. else
  273. rs.unbindGpuProgram(GPT_HULL_PROGRAM);
  274. if (pass.domainProg)
  275. {
  276. rs.bindGpuProgram(pass.domainProg);
  277. rs.bindGpuParams(GPT_DOMAIN_PROGRAM, *pass.domainProgParams);
  278. }
  279. else
  280. rs.unbindGpuProgram(GPT_DOMAIN_PROGRAM);
  281. if (pass.computeProg)
  282. {
  283. rs.bindGpuProgram(pass.computeProg);
  284. rs.bindGpuParams(GPT_COMPUTE_PROGRAM, *pass.computeProgParams);
  285. }
  286. else
  287. rs.unbindGpuProgram(GPT_COMPUTE_PROGRAM);
  288. // TODO - Try to limit amount of state changes, if previous state is already the same
  289. // Set up non-texture related pass settings
  290. if (pass.blendState != nullptr)
  291. rs.setBlendState(pass.blendState.getInternalPtr());
  292. else
  293. rs.setBlendState(BlendState::getDefault());
  294. if (pass.depthStencilState != nullptr)
  295. rs.setDepthStencilState(pass.depthStencilState.getInternalPtr(), pass.stencilRefValue);
  296. else
  297. rs.setDepthStencilState(DepthStencilState::getDefault(), pass.stencilRefValue);
  298. if (pass.rasterizerState != nullptr)
  299. rs.setRasterizerState(pass.rasterizerState.getInternalPtr());
  300. else
  301. rs.setRasterizerState(RasterizerState::getDefault());
  302. }
  303. }