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 "BsLitTexRenderableController.h"
  28. #include "BsTime.h"
  29. #include "BsRenderableElement.h"
  30. #include "BsFrameAlloc.h"
  31. #include "BsCoreObjectManager.h"
  32. using namespace std::placeholders;
  33. namespace BansheeEngine
  34. {
  35. const StringID& BansheeRenderer::getName() const
  36. {
  37. static StringID name = "BansheeRenderer";
  38. return name;
  39. }
  40. void BansheeRenderer::_onActivated()
  41. {
  42. CoreRenderer::_onActivated();
  43. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::initializeCore, this));
  44. }
  45. void BansheeRenderer::_onDeactivated()
  46. {
  47. CoreRenderer::_onDeactivated();
  48. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::destroyCore, this));
  49. gCoreAccessor().submitToCoreThread(true);
  50. }
  51. void BansheeRenderer::initializeCore()
  52. {
  53. mLitTexHandler = bs_new<LitTexRenderableController>();
  54. SPtr<ShaderCore> shader = createDefaultShader();
  55. mDummyMaterial = MaterialCore::create(shader);
  56. }
  57. void BansheeRenderer::destroyCore()
  58. {
  59. if (mLitTexHandler != nullptr)
  60. bs_delete(mLitTexHandler);
  61. mRenderTargets.clear();
  62. mCameraData.clear();
  63. mRenderables.clear();
  64. mDummyMaterial = nullptr;
  65. }
  66. void BansheeRenderer::_notifyRenderableAdded(RenderableHandlerCore* renderable)
  67. {
  68. UINT32 renderableId = (UINT32)mRenderables.size();
  69. renderable->setRendererId(renderableId);
  70. mRenderables.push_back(RenderableData());
  71. mWorldTransforms.push_back(renderable->getTransform());
  72. mWorldBounds.push_back(renderable->getBounds());
  73. RenderableData& renderableData = mRenderables.back();
  74. renderableData.renderable = renderable;
  75. if (renderable->getRenderableType() == RenType_LitTextured)
  76. renderableData.controller = mLitTexHandler;
  77. else
  78. renderableData.controller = nullptr;
  79. SPtr<MeshCore> mesh = renderable->getMesh();
  80. if (mesh != nullptr)
  81. {
  82. const MeshProperties& meshProps = mesh->getProperties();
  83. for (UINT32 i = 0; i < meshProps.getNumSubMeshes(); i++)
  84. {
  85. renderableData.elements.push_back(RenderableElement());
  86. RenderableElement& renElement = renderableData.elements.back();
  87. renElement.mesh = mesh;
  88. renElement.subMesh = meshProps.getSubMesh(i);
  89. renElement.material = renderable->getMaterial(i);
  90. if (renElement.material == nullptr)
  91. renElement.material = renderable->getMaterial(0);
  92. if (renElement.material == nullptr)
  93. renElement.material = mDummyMaterial;
  94. if (renderableData.controller != nullptr)
  95. renderableData.controller->initializeRenderElem(renElement);
  96. }
  97. }
  98. }
  99. void BansheeRenderer::_notifyRenderableRemoved(RenderableHandlerCore* renderable)
  100. {
  101. UINT32 renderableId = renderable->getRendererId();
  102. RenderableHandlerCore* lastRenerable = mRenderables.back().renderable;
  103. UINT32 lastRenderableId = lastRenerable->getRendererId();
  104. if (renderableId != lastRenderableId)
  105. {
  106. // Swap current last element with the one we want to erase
  107. std::swap(mRenderables[renderableId], mRenderables[lastRenderableId]);
  108. std::swap(mWorldBounds[renderableId], mWorldBounds[lastRenderableId]);
  109. std::swap(mWorldTransforms[renderableId], mWorldTransforms[lastRenderableId]);
  110. lastRenerable->setRendererId(renderableId);
  111. }
  112. // Last element is the one we want to erase
  113. mRenderables.erase(mRenderables.end() - 1);
  114. mWorldBounds.erase(mWorldBounds.end() - 1);
  115. mWorldTransforms.erase(mWorldTransforms.end() - 1);
  116. }
  117. void BansheeRenderer::_notifyRenderableUpdated(RenderableHandlerCore* renderable)
  118. {
  119. UINT32 renderableId = renderable->getRendererId();
  120. mWorldTransforms[renderableId] = renderable->getTransform();
  121. mWorldBounds[renderableId] = renderable->getBounds();
  122. }
  123. void BansheeRenderer::_notifyLightAdded(const LightInternalCore* light)
  124. {
  125. // TODO
  126. }
  127. void BansheeRenderer::_notifyLightRemoved(const LightInternalCore* light)
  128. {
  129. // TODO
  130. }
  131. void BansheeRenderer::_notifyCameraAdded(const CameraHandlerCore* camera)
  132. {
  133. CameraData& camData = mCameraData[camera];
  134. camData.renderQueue = bs_shared_ptr<RenderQueue>();
  135. }
  136. void BansheeRenderer::_notifyCameraRemoved(const CameraHandlerCore* camera)
  137. {
  138. mCameraData.erase(camera);
  139. }
  140. void BansheeRenderer::renderAll()
  141. {
  142. // Populate direct draw lists
  143. const Map<CameraHandler*, SceneCameraData>& allCameras = gSceneManager().getAllCameras();
  144. for (auto& cameraData : allCameras)
  145. {
  146. CameraHandlerPtr camera = cameraData.second.camera;
  147. HSceneObject cameraSO = cameraData.second.sceneObject;
  148. DrawListPtr drawList = bs_shared_ptr<DrawList>();
  149. // Get GUI render operations
  150. GUIManager::instance().render(camera->getViewport(), *drawList);
  151. // Get overlay render operations
  152. OverlayManager::instance().render(camera->getViewport(), *drawList);
  153. // Get any operations from hooked up callbacks
  154. const Viewport* viewportRawPtr = camera->getViewport().get();
  155. onRenderViewport(viewportRawPtr, *drawList);
  156. RenderQueuePtr renderQueue = bs_shared_ptr<RenderQueue>();
  157. const Vector<DrawOperation>& drawOps = drawList->getDrawOperations();
  158. for (auto& drawOp : drawOps)
  159. {
  160. SPtr<MaterialCore> materialCore = drawOp.material->getCore();
  161. SPtr<MeshCoreBase> meshCore = drawOp.mesh->getCore();
  162. SubMesh subMesh = meshCore->getProperties().getSubMesh(drawOp.submeshIdx);
  163. float distanceToCamera = (cameraSO->getPosition() - drawOp.worldPosition).length();
  164. renderQueue->add(materialCore, meshCore, subMesh, distanceToCamera);
  165. }
  166. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::addToRenderQueue, this, camera->getCore(), renderQueue));
  167. }
  168. // Sync all dirty sim thread CoreObject data to core thread
  169. CoreObjectManager::instance().syncToCore(gCoreAccessor());
  170. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::renderAllCore, this, gTime().getTime()));
  171. }
  172. void BansheeRenderer::addToRenderQueue(const SPtr<CameraHandlerCore>& camera, RenderQueuePtr renderQueue)
  173. {
  174. RenderQueuePtr cameraRenderQueue = mCameraData[camera.get()].renderQueue;
  175. cameraRenderQueue->add(*renderQueue);
  176. }
  177. void BansheeRenderer::renderAllCore(float time)
  178. {
  179. THROW_IF_NOT_CORE_THREAD;
  180. // Update global per-frame hardware buffers
  181. mLitTexHandler->updatePerFrameBuffers(time);
  182. // Sort cameras by render target
  183. for (auto& cameraData : mCameraData)
  184. {
  185. const CameraHandlerCore* camera = cameraData.first;
  186. SPtr<RenderTargetCore> renderTarget = camera->getViewport()->getTarget();
  187. if (renderTarget == nullptr)
  188. continue;
  189. auto findIter = std::find_if(mRenderTargets.begin(), mRenderTargets.end(), [&](const RenderTargetData& x) { return x.target == renderTarget; });
  190. if (findIter != mRenderTargets.end())
  191. {
  192. findIter->cameras.push_back(camera);
  193. }
  194. else
  195. {
  196. mRenderTargets.push_back(RenderTargetData());
  197. RenderTargetData& renderTargetData = mRenderTargets.back();
  198. renderTargetData.target = renderTarget;
  199. renderTargetData.cameras.push_back(camera);
  200. }
  201. }
  202. // Sort everything based on priority
  203. auto cameraComparer = [&](const CameraHandlerCore* a, const CameraHandlerCore* b) { return a->getPriority() > b->getPriority(); };
  204. auto renderTargetInfoComparer = [&](const RenderTargetData& a, const RenderTargetData& b)
  205. { return a.target->getProperties().getPriority() > b.target->getProperties().getPriority(); };
  206. std::sort(begin(mRenderTargets), end(mRenderTargets), renderTargetInfoComparer);
  207. for (auto& camerasPerTarget : mRenderTargets)
  208. {
  209. Vector<const CameraHandlerCore*>& cameras = camerasPerTarget.cameras;
  210. std::sort(begin(cameras), end(cameras), cameraComparer);
  211. }
  212. // Render everything, target by target
  213. for (auto& renderTargetData : mRenderTargets)
  214. {
  215. SPtr<RenderTargetCore> target = renderTargetData.target;
  216. Vector<const CameraHandlerCore*>& cameras = renderTargetData.cameras;
  217. RenderAPICore::instance().beginFrame();
  218. RenderAPICore::instance().setRenderTarget(target);
  219. for(auto& camera : cameras)
  220. {
  221. SPtr<ViewportCore> viewport = camera->getViewport();
  222. RenderAPICore::instance().setViewport(viewport->getNormArea());
  223. UINT32 clearBuffers = 0;
  224. if(viewport->getRequiresColorClear())
  225. clearBuffers |= FBT_COLOR;
  226. if(viewport->getRequiresDepthClear())
  227. clearBuffers |= FBT_DEPTH;
  228. if(viewport->getRequiresStencilClear())
  229. clearBuffers |= FBT_STENCIL;
  230. if(clearBuffers != 0)
  231. RenderAPICore::instance().clearViewport(clearBuffers, viewport->getClearColor(), viewport->getClearDepthValue(), viewport->getClearStencilValue());
  232. render(*camera, mCameraData[camera].renderQueue);
  233. }
  234. RenderAPICore::instance().endFrame();
  235. RenderAPICore::instance().swapBuffers(target);
  236. }
  237. mRenderTargets.clear();
  238. }
  239. void BansheeRenderer::render(const CameraHandlerCore& camera, RenderQueuePtr& renderQueue)
  240. {
  241. THROW_IF_NOT_CORE_THREAD;
  242. RenderAPICore& rs = RenderAPICore::instance();
  243. // Update global per-frame hardware buffers
  244. mLitTexHandler->updatePerCameraBuffers(camera.getForward());
  245. Matrix4 projMatrixCstm = camera.getProjectionMatrixRS();
  246. Matrix4 viewMatrixCstm = camera.getViewMatrix();
  247. Matrix4 viewProjMatrix = projMatrixCstm * viewMatrixCstm;
  248. // Trigger pre-render callbacks
  249. auto iterCameraCallbacks = mRenderCallbacks.find(&camera);
  250. if (iterCameraCallbacks != mRenderCallbacks.end())
  251. {
  252. for (auto& callbackPair : iterCameraCallbacks->second)
  253. {
  254. if (callbackPair.first >= 0)
  255. break;
  256. callbackPair.second();
  257. }
  258. }
  259. UINT64 cameraLayers = camera.getLayers();
  260. ConvexVolume worldFrustum = camera.getWorldFrustum();
  261. // Update per-object param buffers and queue render elements
  262. for (auto& renderableData : mRenderables)
  263. {
  264. RenderableHandlerCore* renderable = renderableData.renderable;
  265. RenderableController* controller = renderableData.controller;
  266. UINT32 renderableType = renderable->getRenderableType();
  267. UINT32 rendererId = renderable->getRendererId();
  268. if ((renderable->getLayer() & cameraLayers) == 0)
  269. continue;
  270. // Update buffers
  271. for (auto& renderElem : renderableData.elements)
  272. {
  273. if (controller != nullptr)
  274. controller->bindPerObjectBuffers(renderElem);
  275. if (renderableType == RenType_LitTextured)
  276. {
  277. Matrix4 worldViewProjMatrix = viewProjMatrix * mWorldTransforms[rendererId];
  278. mLitTexHandler->updatePerObjectBuffers(renderElem, worldViewProjMatrix);
  279. }
  280. UINT32 numPasses = renderElem.material->getNumPasses();
  281. for (UINT32 i = 0; i < numPasses; i++)
  282. {
  283. SPtr<PassParametersCore> passParams = renderElem.material->getPassParameters(i);
  284. for (UINT32 j = 0; j < passParams->getNumParams(); j++)
  285. {
  286. SPtr<GpuParamsCore> params = passParams->getParamByIdx(j);
  287. if (params != nullptr)
  288. params->updateHardwareBuffers();
  289. }
  290. }
  291. }
  292. // Do frustum culling
  293. // TODO - This is bound to be a bottleneck at some point. When it is ensure that intersect
  294. // methods use vector operations, as it is trivial to update them.
  295. const Sphere& boundingSphere = mWorldBounds[rendererId].getSphere();
  296. if (worldFrustum.intersects(boundingSphere))
  297. {
  298. // More precise with the box
  299. const AABox& boundingBox = mWorldBounds[rendererId].getBox();
  300. if (worldFrustum.intersects(boundingBox))
  301. {
  302. float distanceToCamera = (camera.getPosition() - boundingBox.getCenter()).length();
  303. for (auto& renderElem : renderableData.elements)
  304. renderQueue->add(&renderElem, distanceToCamera);
  305. }
  306. }
  307. }
  308. renderQueue->sort();
  309. const Vector<RenderQueueElement>& sortedRenderElements = renderQueue->getSortedElements();
  310. for(auto iter = sortedRenderElements.begin(); iter != sortedRenderElements.end(); ++iter)
  311. {
  312. SPtr<MaterialCore> material = iter->material;
  313. setPass(material, iter->passIdx);
  314. draw(iter->mesh, iter->subMesh);
  315. }
  316. renderQueue->clear();
  317. // Trigger post-render callbacks
  318. if (iterCameraCallbacks != mRenderCallbacks.end())
  319. {
  320. for (auto& callbackPair : iterCameraCallbacks->second)
  321. {
  322. if (callbackPair.first < 0)
  323. continue;
  324. callbackPair.second();
  325. }
  326. }
  327. }
  328. SPtr<ShaderCore> BansheeRenderer::createDefaultShader()
  329. {
  330. StringID rsName = RenderAPICore::instance().getName();
  331. SPtr<GpuProgramCore> vsProgram;
  332. SPtr<GpuProgramCore> psProgram;
  333. if (rsName == RenderAPIDX11)
  334. {
  335. String vsCode = R"(
  336. cbuffer PerObject
  337. {
  338. float4x4 matWorldViewProj;
  339. }
  340. void vs_main(
  341. in float3 inPos : POSITION,
  342. out float4 oPosition : SV_Position)
  343. {
  344. oPosition = mul(matWorldViewProj, float4(inPos.xyz, 1));
  345. })";
  346. String psCode = R"(
  347. float4 ps_main() : SV_Target
  348. {
  349. return float4(0.3f, 0.9f, 0.3f, 1.0f);
  350. })";
  351. vsProgram = GpuProgramCore::create(vsCode, "vs_main", "hlsl", GPT_VERTEX_PROGRAM, GPP_VS_4_0);
  352. psProgram = GpuProgramCore::create(psCode, "ps_main", "hlsl", GPT_FRAGMENT_PROGRAM, GPP_FS_4_0);
  353. }
  354. else if (rsName == RenderAPIDX9)
  355. {
  356. String vsCode = R"(
  357. BS_PARAM_BLOCK PerObject { matWorldViewProj }
  358. float4x4 matWorldViewProj;
  359. void vs_main(
  360. in float3 inPos : POSITION,
  361. out float4 oPosition : POSITION)
  362. {
  363. oPosition = mul(matWorldViewProj, float4(inPos.xyz, 1));
  364. })";
  365. String psCode = R"(
  366. float4 ps_main() : COLOR0
  367. {
  368. return float4(0.3f, 0.9f, 0.3f, 1.0f);
  369. })";
  370. vsProgram = GpuProgramCore::create(vsCode, "vs_main", "hlsl9", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
  371. psProgram = GpuProgramCore::create(psCode, "ps_main", "hlsl9", GPT_FRAGMENT_PROGRAM, GPP_FS_2_0);
  372. }
  373. else if (rsName == RenderAPIOpenGL)
  374. {
  375. String vsCode = R"(
  376. uniform PerObject
  377. {
  378. mat4 matWorldViewProj;
  379. };
  380. in vec3 bs_position;
  381. out gl_PerVertex
  382. {
  383. vec4 gl_Position;
  384. };
  385. void main()
  386. {
  387. gl_Position = matWorldViewProj * vec4(bs_position.xyz, 1);
  388. })";
  389. String psCode = R"(
  390. out vec4 fragColor;
  391. void main()
  392. {
  393. fragColor = vec4(0.3f, 0.9f, 0.3f, 1.0f);
  394. })";
  395. vsProgram = GpuProgramCore::create(vsCode, "main", "glsl", GPT_VERTEX_PROGRAM, GPP_VS_4_0);
  396. psProgram = GpuProgramCore::create(psCode, "main", "glsl", GPT_FRAGMENT_PROGRAM, GPP_FS_4_0);
  397. }
  398. PASS_DESC_CORE passDesc;
  399. passDesc.vertexProgram = vsProgram;
  400. passDesc.fragmentProgram = psProgram;
  401. SPtr<PassCore> newPass = PassCore::create(passDesc);
  402. SPtr<TechniqueCore> newTechnique = TechniqueCore::create(rsName, RendererDefault, { newPass });
  403. SHADER_DESC_CORE shaderDesc;
  404. shaderDesc.setParamBlockAttribs("PerObject", true, GPBU_DYNAMIC, RBS_PerObject);
  405. shaderDesc.addParameter("matWorldViewProj", "matWorldViewProj", GPDT_MATRIX_4X4, RPS_WorldViewProjTfrm);
  406. SPtr<ShaderCore> defaultShader = ShaderCore::create("DummyShader", shaderDesc, { newTechnique });
  407. return defaultShader;
  408. }
  409. }