BsBansheeRenderer.cpp 18 KB

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  1. //__________________________ Banshee Project - A modern game development toolkit _________________________________//
  2. //_____________________________________ www.banshee-project.com __________________________________________________//
  3. //________________________ Copyright (c) 2014 Marko Pintera. All rights reserved. ________________________________//
  4. #include "BsBansheeRenderer.h"
  5. #include "BsCamera.h"
  6. #include "BsSceneObject.h"
  7. #include "BsSceneManager.h"
  8. #include "BsRenderable.h"
  9. #include "BsMaterial.h"
  10. #include "BsMesh.h"
  11. #include "BsPass.h"
  12. #include "BsBlendState.h"
  13. #include "BsRasterizerState.h"
  14. #include "BsDepthStencilState.h"
  15. #include "BsCoreApplication.h"
  16. #include "BsViewport.h"
  17. #include "BsRenderTarget.h"
  18. #include "BsRenderQueue.h"
  19. #include "BsOverlayManager.h"
  20. #include "BsDrawHelper2D.h"
  21. #include "BsDrawHelper3D.h"
  22. #include "BsGUIManager.h"
  23. #include "BsCoreThread.h"
  24. #include "BsGpuParams.h"
  25. #include "BsProfilerCPU.h"
  26. #include "BsShader.h"
  27. #include "BsTechnique.h"
  28. #include "BsDrawList.h"
  29. #include "BsHardwareBufferManager.h"
  30. #include "BsGpuParamBlockBuffer.h"
  31. #include "BsShader.h"
  32. #include "BsShaderProxy.h"
  33. #include "BsBansheeLitTexRenderableHandler.h"
  34. #include "BsTime.h"
  35. using namespace std::placeholders;
  36. namespace BansheeEngine
  37. {
  38. BansheeRenderer::BansheeRenderer()
  39. {
  40. mRenderableRemovedConn = gBsSceneManager().onRenderableRemoved.connect(std::bind(&BansheeRenderer::renderableRemoved, this, _1));
  41. mCameraRemovedConn = gBsSceneManager().onCameraRemoved.connect(std::bind(&BansheeRenderer::cameraRemoved, this, _1));
  42. }
  43. BansheeRenderer::~BansheeRenderer()
  44. {
  45. mRenderableRemovedConn.disconnect();
  46. mCameraRemovedConn.disconnect();
  47. }
  48. const String& BansheeRenderer::getName() const
  49. {
  50. static String name = "BansheeRenderer";
  51. return name;
  52. }
  53. void BansheeRenderer::_onActivated()
  54. {
  55. Renderer::_onActivated();
  56. mLitTexHandler = bs_new<LitTexRenderableHandler>();
  57. }
  58. void BansheeRenderer::_onDeactivated()
  59. {
  60. Renderer::_onDeactivated();
  61. if (mLitTexHandler != nullptr)
  62. bs_delete(mLitTexHandler);
  63. }
  64. void BansheeRenderer::addRenderableProxy(RenderableProxyPtr proxy)
  65. {
  66. for (auto& element : proxy->renderableElements)
  67. {
  68. mRenderableElements.push_back(element);
  69. mWorldTransforms.push_back(element->worldTransform);
  70. mWorldBounds.push_back(element->calculateWorldBounds());
  71. element->renderableType = proxy->renderableType;
  72. if (proxy->renderableType == RenType_LitTextured)
  73. element->handler = mLitTexHandler;
  74. else
  75. element->handler = nullptr;
  76. if (element->handler != nullptr)
  77. element->handler->initializeRenderElem(element);
  78. element->id = (UINT32)(mRenderableElements.size() - 1);
  79. }
  80. }
  81. void BansheeRenderer::removeRenderableProxy(RenderableProxyPtr proxy)
  82. {
  83. for (auto& element : proxy->renderableElements)
  84. {
  85. assert(mRenderableElements.size() > element->id && element->id >= 0);
  86. if (mRenderableElements.size() == 0)
  87. mRenderableElements.erase(mRenderableElements.begin());
  88. else
  89. {
  90. std::swap(mRenderableElements[element->id], mRenderableElements.back());
  91. mRenderableElements.erase(mRenderableElements.end() - 1);
  92. mRenderableElements[element->id]->id = element->id;
  93. }
  94. }
  95. }
  96. void BansheeRenderer::updateRenderableProxy(RenderableProxyPtr proxy, Matrix4 localToWorld)
  97. {
  98. for (auto& element : proxy->renderableElements)
  99. {
  100. element->worldTransform = localToWorld;
  101. mWorldTransforms[element->id] = localToWorld;
  102. mWorldBounds[element->id] = element->calculateWorldBounds();
  103. }
  104. }
  105. void BansheeRenderer::addCameraProxy(CameraProxyPtr proxy)
  106. {
  107. RenderTargetPtr renderTarget = proxy->viewport.getTarget();
  108. auto findIter = std::find_if(mRenderTargets.begin(), mRenderTargets.end(), [&](const RenderTargetData& x) { return x.target == renderTarget; });
  109. if (findIter != mRenderTargets.end())
  110. {
  111. proxy->renderQueue = bs_shared_ptr<RenderQueue>();
  112. findIter->cameras.push_back(proxy);
  113. }
  114. else
  115. {
  116. mRenderTargets.push_back(RenderTargetData());
  117. RenderTargetData& renderTargetData = mRenderTargets.back();
  118. proxy->renderQueue = bs_shared_ptr<RenderQueue>();
  119. renderTargetData.target = renderTarget;
  120. renderTargetData.cameras.push_back(proxy);
  121. }
  122. // Sort everything based on priority
  123. auto cameraComparer = [&](const CameraProxyPtr& a, const CameraProxyPtr& b) { return a->priority > b->priority; };
  124. auto renderTargetInfoComparer = [&](const RenderTargetData& a, const RenderTargetData& b) { return a.target->getPriority() > b.target->getPriority(); };
  125. std::sort(begin(mRenderTargets), end(mRenderTargets), renderTargetInfoComparer);
  126. for (auto& camerasPerTarget : mRenderTargets)
  127. {
  128. Vector<CameraProxyPtr>& cameras = camerasPerTarget.cameras;
  129. std::sort(begin(cameras), end(cameras), cameraComparer);
  130. }
  131. proxy->calcWorldFrustum();
  132. }
  133. void BansheeRenderer::removeCameraProxy(CameraProxyPtr proxy)
  134. {
  135. RenderTargetPtr renderTarget = proxy->viewport.getTarget();
  136. auto findIter = std::find_if(mRenderTargets.begin(), mRenderTargets.end(), [&](const RenderTargetData& x) { return x.target == renderTarget; });
  137. if (findIter != mRenderTargets.end())
  138. {
  139. auto findIter2 = std::find(findIter->cameras.begin(), findIter->cameras.end(), proxy);
  140. if (findIter2 != findIter->cameras.end())
  141. {
  142. findIter->cameras.erase(findIter2);
  143. }
  144. if (findIter->cameras.size() == 0)
  145. mRenderTargets.erase(findIter);
  146. }
  147. }
  148. void BansheeRenderer::updateCameraProxy(CameraProxyPtr proxy, Vector3 worldPosition, Matrix4 worldMatrix, Matrix4 viewMatrix)
  149. {
  150. proxy->viewMatrix = viewMatrix;
  151. proxy->worldPosition = worldPosition;
  152. proxy->worldMatrix = worldMatrix;
  153. proxy->calcWorldFrustum();
  154. }
  155. void BansheeRenderer::renderableRemoved(const HRenderable& renderable)
  156. {
  157. if (renderable->_getActiveProxy() != nullptr)
  158. {
  159. mDeletedRenderableProxies.push_back(renderable->_getActiveProxy());
  160. }
  161. }
  162. void BansheeRenderer::cameraRemoved(const HCamera& camera)
  163. {
  164. if (camera->_getActiveProxy() != nullptr)
  165. {
  166. mDeletedCameraProxies.push_back(camera->_getActiveProxy());
  167. }
  168. }
  169. void BansheeRenderer::renderAll()
  170. {
  171. gBsSceneManager().updateRenderableTransforms();
  172. // Remove proxies from deleted Renderables
  173. for (auto& proxy : mDeletedRenderableProxies)
  174. {
  175. if (proxy != nullptr)
  176. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeRenderableProxy, this, proxy));
  177. }
  178. // Add or update Renderable proxies
  179. const Vector<HRenderable>& allRenderables = gBsSceneManager().getAllRenderables();
  180. Vector<HSceneObject> dirtySceneObjects;
  181. Vector<HRenderable> dirtyRenderables;
  182. for (auto& renderable : allRenderables)
  183. {
  184. bool addedNewProxy = false;
  185. RenderableProxyPtr proxy = renderable->_getActiveProxy();
  186. if (renderable->_isCoreDirty())
  187. {
  188. if (proxy != nullptr)
  189. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeRenderableProxy, this, proxy));
  190. proxy = renderable->_createProxy();
  191. renderable->_setActiveProxy(proxy);
  192. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::addRenderableProxy, this, proxy));
  193. dirtyRenderables.push_back(renderable);
  194. dirtySceneObjects.push_back(renderable->SO());
  195. addedNewProxy = true;
  196. }
  197. else if (renderable->SO()->_isCoreDirty())
  198. {
  199. assert(proxy != nullptr);
  200. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::updateRenderableProxy, this, proxy, renderable->SO()->getWorldTfrm()));
  201. dirtySceneObjects.push_back(renderable->SO());
  202. }
  203. if (!addedNewProxy)
  204. {
  205. for (UINT32 i = 0; i < (UINT32)proxy->renderableElements.size(); i++)
  206. {
  207. HMaterial mat = renderable->getMaterial(i);
  208. if (mat != nullptr && mat.isLoaded() && mat->_isCoreDirty(MaterialDirtyFlag::Params))
  209. {
  210. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::updateMaterialProxy, this, proxy->renderableElements[i]->material, mat->_getDirtyProxyParams()));
  211. mat->_markCoreClean(MaterialDirtyFlag::Params);
  212. }
  213. }
  214. }
  215. }
  216. // Mark all renderables as clean (needs to be done after all proxies are updated as
  217. // this will also clean materials & meshes which may be shared, so we don't want to clean them
  218. // too early.
  219. for (auto& renderable : dirtyRenderables)
  220. {
  221. renderable->_markCoreClean();
  222. }
  223. // Remove proxies from deleted Cameras
  224. for (auto& proxy : mDeletedCameraProxies)
  225. {
  226. if (proxy != nullptr)
  227. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeCameraProxy, this, proxy));
  228. }
  229. // Add or update Camera proxies
  230. const Vector<HCamera>& allCameras = gBsSceneManager().getAllCameras();
  231. for (auto& camera : allCameras)
  232. {
  233. if (camera->_isCoreDirty())
  234. {
  235. CameraProxyPtr proxy = camera->_getActiveProxy();
  236. if (proxy != nullptr)
  237. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeCameraProxy, this, proxy));
  238. proxy = camera->_createProxy();
  239. camera->_setActiveProxy(proxy);
  240. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::addCameraProxy, this, proxy));
  241. camera->_markCoreClean();
  242. dirtySceneObjects.push_back(camera->SO());
  243. }
  244. else if (camera->SO()->_isCoreDirty())
  245. {
  246. CameraProxyPtr proxy = camera->_getActiveProxy();
  247. assert(proxy != nullptr);
  248. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::updateCameraProxy, this,
  249. proxy, camera->SO()->getWorldPosition(), camera->SO()->getWorldTfrm(), camera->getViewMatrix()));
  250. dirtySceneObjects.push_back(camera->SO());
  251. }
  252. }
  253. // Mark scene objects clean
  254. for (auto& dirtySO : dirtySceneObjects)
  255. {
  256. dirtySO->_markCoreClean();
  257. }
  258. // Populate direct draw lists
  259. for (auto& camera : allCameras)
  260. {
  261. DrawListPtr drawList = bs_shared_ptr<DrawList>();
  262. // Get GUI render operations
  263. GUIManager::instance().render(camera->getViewport(), *drawList);
  264. // Get overlay render operations
  265. OverlayManager::instance().render(camera->getViewport(), *drawList);
  266. // Get debug render operations
  267. DrawHelper3D::instance().render(camera, *drawList);
  268. DrawHelper2D::instance().render(camera, *drawList);
  269. // Get any operations from hooked up callbacks
  270. const Viewport* viewportRawPtr = camera->getViewport().get();
  271. auto callbacksForViewport = mRenderCallbacks[viewportRawPtr];
  272. for (auto& callback : callbacksForViewport)
  273. callback(viewportRawPtr, *drawList);
  274. RenderQueuePtr renderQueue = bs_shared_ptr<RenderQueue>();
  275. const Vector<DrawOperation>& drawOps = drawList->getDrawOperations();
  276. for (auto& drawOp : drawOps)
  277. {
  278. if (drawOp.material->_isCoreDirty(MaterialDirtyFlag::Proxy))
  279. {
  280. drawOp.material->_setActiveProxy(drawOp.material->_createProxy());
  281. drawOp.material->_markCoreClean(MaterialDirtyFlag::Proxy);
  282. }
  283. if (drawOp.mesh->_isCoreDirty(MeshDirtyFlag::Proxy))
  284. {
  285. drawOp.mesh->_setActiveProxy(drawOp.submeshIdx, drawOp.mesh->_createProxy(drawOp.submeshIdx));
  286. drawOp.mesh->_markCoreClean(MeshDirtyFlag::Proxy);
  287. }
  288. MaterialProxyPtr materialProxy = drawOp.material->_getActiveProxy();
  289. MeshProxyPtr meshProxy = drawOp.mesh->_getActiveProxy(drawOp.submeshIdx);
  290. float distanceToCamera = (camera->SO()->getPosition() - drawOp.worldPosition).length();
  291. renderQueue->add(materialProxy, meshProxy, distanceToCamera);
  292. }
  293. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::addToRenderQueue, this, camera->_getActiveProxy(), renderQueue));
  294. }
  295. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::renderAllCore, this, gTime().getTime()));
  296. }
  297. void BansheeRenderer::addToRenderQueue(CameraProxyPtr proxy, RenderQueuePtr renderQueue)
  298. {
  299. RenderQueuePtr cameraRenderQueue = proxy->renderQueue;
  300. cameraRenderQueue->add(*renderQueue);
  301. }
  302. void BansheeRenderer::updateMaterialProxy(MaterialProxyPtr proxy, Vector<MaterialProxy::ParamsBindInfo> dirtyParams)
  303. {
  304. for (UINT32 i = 0; i < (UINT32)dirtyParams.size(); i++)
  305. proxy->params[dirtyParams[i].paramsIdx] = dirtyParams[i].params;
  306. for (auto& rendererBuffer : proxy->rendererBuffers)
  307. proxy->params[rendererBuffer.paramsIdx]->setParamBlockBuffer(rendererBuffer.slotIdx, rendererBuffer.buffer);
  308. }
  309. void BansheeRenderer::renderAllCore(float time)
  310. {
  311. THROW_IF_NOT_CORE_THREAD;
  312. // Update global hardware buffers
  313. mLitTexHandler->updateGlobalBuffers(time);
  314. // Render everything, target by target
  315. for (auto& renderTargetData : mRenderTargets)
  316. {
  317. RenderTargetPtr target = renderTargetData.target;
  318. Vector<CameraProxyPtr>& cameras = renderTargetData.cameras;
  319. RenderSystem::instance().beginFrame();
  320. for(auto& camera : cameras)
  321. {
  322. Viewport& viewport = camera->viewport;
  323. RenderSystem::instance().setViewport(viewport);
  324. UINT32 clearBuffers = 0;
  325. if(viewport.getRequiresColorClear())
  326. clearBuffers |= FBT_COLOR;
  327. if(viewport.getRequiresDepthClear())
  328. clearBuffers |= FBT_DEPTH;
  329. if(viewport.getRequiresStencilClear())
  330. clearBuffers |= FBT_STENCIL;
  331. if(clearBuffers != 0)
  332. RenderSystem::instance().clearViewport(clearBuffers, viewport.getClearColor(), viewport.getClearDepthValue(), viewport.getClearStencilValue());
  333. render(*camera, camera->renderQueue);
  334. }
  335. RenderSystem::instance().endFrame();
  336. RenderSystem::instance().swapBuffers(target);
  337. }
  338. }
  339. void BansheeRenderer::render(const CameraProxy& cameraProxy, const RenderQueuePtr& renderQueue)
  340. {
  341. THROW_IF_NOT_CORE_THREAD;
  342. RenderSystem& rs = RenderSystem::instance();
  343. Matrix4 projMatrixCstm = cameraProxy.projMatrix;
  344. Matrix4 viewMatrixCstm = cameraProxy.viewMatrix;
  345. Matrix4 viewProjMatrix = projMatrixCstm * viewMatrixCstm;
  346. if (!cameraProxy.ignoreSceneRenderables)
  347. {
  348. // Update per-object param buffers and queue render elements
  349. for (auto& renderElem : mRenderableElements)
  350. {
  351. if (renderElem->handler != nullptr)
  352. renderElem->handler->bindPerObjectBuffers(renderElem);
  353. if (renderElem->renderableType == RenType_LitTextured)
  354. {
  355. Matrix4 worldViewProjMatrix = viewProjMatrix * mWorldTransforms[renderElem->id];;
  356. mLitTexHandler->updatePerObjectBuffers(renderElem, worldViewProjMatrix);
  357. }
  358. for (auto& param : renderElem->material->params)
  359. {
  360. param->updateHardwareBuffers();
  361. }
  362. // Do frustum culling
  363. // TODO - This is bound to be a bottleneck at some point. When it is ensure that intersect
  364. // methods use vector operations, as it is trivial to update them.
  365. const Sphere& boundingSphere = mWorldBounds[renderElem->id].getSphere();
  366. if (cameraProxy.worldFrustum.intersects(boundingSphere))
  367. {
  368. // More precise with the box
  369. const AABox& boundingBox = mWorldBounds[renderElem->id].getBox();
  370. if (cameraProxy.worldFrustum.intersects(boundingBox))
  371. {
  372. float distanceToCamera = (cameraProxy.worldPosition - boundingBox.getCenter()).length();
  373. renderQueue->add(renderElem, distanceToCamera);
  374. }
  375. }
  376. }
  377. }
  378. renderQueue->sort();
  379. const Vector<RenderQueueElement>& sortedRenderElements = renderQueue->getSortedElements();
  380. for(auto iter = sortedRenderElements.begin(); iter != sortedRenderElements.end(); ++iter)
  381. {
  382. MaterialProxyPtr materialProxy = iter->material;
  383. setPass(materialProxy, iter->passIdx);
  384. draw(*iter->mesh);
  385. }
  386. renderQueue->clear();
  387. }
  388. void BansheeRenderer::setPass(const MaterialProxyPtr& material, UINT32 passIdx)
  389. {
  390. THROW_IF_NOT_CORE_THREAD;
  391. RenderSystem& rs = RenderSystem::instance();
  392. const MaterialProxyPass& pass = material->passes[passIdx];
  393. if (pass.vertexProg)
  394. {
  395. rs.bindGpuProgram(pass.vertexProg);
  396. rs.bindGpuParams(GPT_VERTEX_PROGRAM, material->params[pass.vertexProgParamsIdx]);
  397. }
  398. else
  399. rs.unbindGpuProgram(GPT_VERTEX_PROGRAM);
  400. if (pass.fragmentProg)
  401. {
  402. rs.bindGpuProgram(pass.fragmentProg);
  403. rs.bindGpuParams(GPT_FRAGMENT_PROGRAM, material->params[pass.fragmentProgParamsIdx]);
  404. }
  405. else
  406. rs.unbindGpuProgram(GPT_FRAGMENT_PROGRAM);
  407. if (pass.geometryProg)
  408. {
  409. rs.bindGpuProgram(pass.geometryProg);
  410. rs.bindGpuParams(GPT_GEOMETRY_PROGRAM, material->params[pass.geometryProgParamsIdx]);
  411. }
  412. else
  413. rs.unbindGpuProgram(GPT_GEOMETRY_PROGRAM);
  414. if (pass.hullProg)
  415. {
  416. rs.bindGpuProgram(pass.hullProg);
  417. rs.bindGpuParams(GPT_HULL_PROGRAM, material->params[pass.hullProgParamsIdx]);
  418. }
  419. else
  420. rs.unbindGpuProgram(GPT_HULL_PROGRAM);
  421. if (pass.domainProg)
  422. {
  423. rs.bindGpuProgram(pass.domainProg);
  424. rs.bindGpuParams(GPT_DOMAIN_PROGRAM, material->params[pass.domainProgParamsIdx]);
  425. }
  426. else
  427. rs.unbindGpuProgram(GPT_DOMAIN_PROGRAM);
  428. if (pass.computeProg)
  429. {
  430. rs.bindGpuProgram(pass.computeProg);
  431. rs.bindGpuParams(GPT_COMPUTE_PROGRAM, material->params[pass.computeProgParamsIdx]);
  432. }
  433. else
  434. rs.unbindGpuProgram(GPT_COMPUTE_PROGRAM);
  435. // TODO - Try to limit amount of state changes, if previous state is already the same
  436. // Set up non-texture related pass settings
  437. if (pass.blendState != nullptr)
  438. rs.setBlendState(pass.blendState.getInternalPtr());
  439. else
  440. rs.setBlendState(BlendState::getDefault());
  441. if (pass.depthStencilState != nullptr)
  442. rs.setDepthStencilState(pass.depthStencilState.getInternalPtr(), pass.stencilRefValue);
  443. else
  444. rs.setDepthStencilState(DepthStencilState::getDefault(), pass.stencilRefValue);
  445. if (pass.rasterizerState != nullptr)
  446. rs.setRasterizerState(pass.rasterizerState.getInternalPtr());
  447. else
  448. rs.setRasterizerState(RasterizerState::getDefault());
  449. }
  450. void BansheeRenderer::draw(const MeshProxy& meshProxy)
  451. {
  452. THROW_IF_NOT_CORE_THREAD;
  453. RenderSystem& rs = RenderSystem::instance();
  454. MeshBasePtr mesh;
  455. if (!meshProxy.mesh.expired())
  456. mesh = meshProxy.mesh.lock();
  457. else
  458. return;
  459. std::shared_ptr<VertexData> vertexData = mesh->_getVertexData();
  460. rs.setVertexDeclaration(vertexData->vertexDeclaration);
  461. auto vertexBuffers = vertexData->getBuffers();
  462. if (vertexBuffers.size() > 0)
  463. {
  464. VertexBufferPtr buffers[MAX_BOUND_VERTEX_BUFFERS];
  465. UINT32 endSlot = 0;
  466. UINT32 startSlot = MAX_BOUND_VERTEX_BUFFERS;
  467. for (auto iter = vertexBuffers.begin(); iter != vertexBuffers.end(); ++iter)
  468. {
  469. if (iter->first >= MAX_BOUND_VERTEX_BUFFERS)
  470. BS_EXCEPT(InvalidParametersException, "Buffer index out of range");
  471. startSlot = std::min(iter->first, startSlot);
  472. endSlot = std::max(iter->first, endSlot);
  473. }
  474. for (auto iter = vertexBuffers.begin(); iter != vertexBuffers.end(); ++iter)
  475. {
  476. buffers[iter->first - startSlot] = iter->second;
  477. }
  478. rs.setVertexBuffers(startSlot, buffers, endSlot - startSlot + 1);
  479. }
  480. SubMesh subMesh = meshProxy.subMesh;
  481. rs.setDrawOperation(subMesh.drawOp);
  482. IndexBufferPtr indexBuffer = mesh->_getIndexBuffer();
  483. UINT32 indexCount = subMesh.indexCount;
  484. if (indexCount == 0)
  485. indexCount = indexBuffer->getNumIndices();
  486. rs.setIndexBuffer(indexBuffer);
  487. rs.drawIndexed(subMesh.indexOffset + mesh->_getIndexOffset(), indexCount, mesh->_getVertexOffset(), vertexData->vertexCount);
  488. mesh->_notifyUsedOnGPU();
  489. }
  490. }