CmForwardRenderer.cpp 5.7 KB

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  1. #include "CmForwardRenderer.h"
  2. #include "CmCamera.h"
  3. #include "CmSceneManager.h"
  4. #include "CmDeferredRenderContext.h"
  5. #include "CmRenderable.h"
  6. #include "CmMaterial.h"
  7. #include "CmMesh.h"
  8. #include "CmPass.h"
  9. #include "CmBlendState.h"
  10. #include "CmRasterizerState.h"
  11. #include "CmDepthStencilState.h"
  12. #include "CmApplication.h"
  13. namespace CamelotEngine
  14. {
  15. ForwardRenderer::ForwardRenderer()
  16. {
  17. }
  18. ForwardRenderer::~ForwardRenderer()
  19. { }
  20. const String& ForwardRenderer::getName() const
  21. {
  22. static String name = "ForwardRenderer";
  23. return name;
  24. }
  25. void ForwardRenderer::renderAll()
  26. {
  27. DeferredRenderContextPtr renderContext = gApplication().getPrimaryRenderContext();
  28. const vector<CameraPtr>::type& allCameras = gSceneManager().getAllCameras();
  29. for(auto iter = allCameras.begin(); iter != allCameras.end(); ++iter)
  30. {
  31. render(*iter);
  32. }
  33. renderContext->swapAllRenderTargetBuffers(false);
  34. }
  35. void ForwardRenderer::render(const CameraPtr camera)
  36. {
  37. vector<RenderablePtr>::type allRenderables = gSceneManager().getVisibleRenderables(camera);
  38. DeferredRenderContextPtr renderContext = gApplication().getPrimaryRenderContext();
  39. renderContext->setViewport(*camera->getViewport());
  40. Matrix4 projMatrixCstm = camera->getProjectionMatrix();
  41. Matrix4 viewMatrixCstm = camera->getViewMatrix();
  42. Matrix4 viewProjMatrix = projMatrixCstm * viewMatrixCstm;
  43. renderContext->clearFrameBuffer(FBT_COLOUR | FBT_DEPTH, Color::Blue);
  44. renderContext->beginFrame();
  45. // TODO - sort renderables by material/pass/parameters to minimize state changes
  46. for(auto iter = allRenderables.begin(); iter != allRenderables.end(); ++iter)
  47. {
  48. MaterialHandle material = (*iter)->getMaterial();
  49. if(material == nullptr || !material.isLoaded())
  50. continue;
  51. MeshHandle mesh = (*iter)->getMesh();
  52. if(mesh == nullptr || !mesh.isLoaded())
  53. continue;
  54. // TODO - Renderer should ensure shader is compatible with it, and it contains all the needed parameters
  55. // (probably at an earlier stage). e.g. I want the user to be warned if the shader doesn't contain matViewProjection param
  56. // (or should we just ignore such missing parameters?)
  57. material->setMat4("matViewProjection", viewProjMatrix);
  58. for(UINT32 i = 0; i < material->getNumPasses(); i++)
  59. {
  60. setPass(material->getPass(i));
  61. setPassParameters(material->getPassParameters(i));
  62. renderContext->render(mesh->getRenderOperation());
  63. }
  64. }
  65. renderContext->endFrame();
  66. // TODO - Sort renderables
  67. // Render them
  68. }
  69. void ForwardRenderer::setPass(PassPtr pass)
  70. {
  71. // TODO - When applying passes, don't re-apply states that are already the same as from previous pass.
  72. // Also check if it's maybe the exactly the same pass as the previous one.
  73. mActivePass = pass;
  74. DeferredRenderContextPtr renderContext = gApplication().getPrimaryRenderContext();
  75. GpuProgramHandle vertProgram = pass->getVertexProgram();
  76. if(vertProgram)
  77. {
  78. renderContext->bindGpuProgram(vertProgram);
  79. }
  80. else
  81. {
  82. //if(renderSystem->isGpuProgramBound(GPT_VERTEX_PROGRAM))
  83. renderContext->unbindGpuProgram(GPT_VERTEX_PROGRAM);
  84. }
  85. GpuProgramHandle fragProgram = pass->getFragmentProgram();
  86. if(fragProgram)
  87. {
  88. renderContext->bindGpuProgram(fragProgram);
  89. }
  90. else
  91. {
  92. //if(renderSystem->isGpuProgramBound(GPT_FRAGMENT_PROGRAM))
  93. renderContext->unbindGpuProgram(GPT_FRAGMENT_PROGRAM);
  94. }
  95. GpuProgramHandle geomProgram = pass->getGeometryProgram();
  96. if(geomProgram)
  97. {
  98. renderContext->bindGpuProgram(geomProgram);
  99. }
  100. else
  101. {
  102. //if(renderSystem->isGpuProgramBound(GPT_GEOMETRY_PROGRAM))
  103. renderContext->unbindGpuProgram(GPT_GEOMETRY_PROGRAM);
  104. }
  105. // The rest of the settings are the same no matter whether we use programs or not
  106. BlendStatePtr blendState = pass->getBlendState();
  107. if(blendState != nullptr)
  108. renderContext->setBlendState(*blendState);
  109. else
  110. renderContext->setBlendState(BlendState::getDefault());
  111. // TODO - Try to limit amount of state changes, if previous state is already the same (especially with textures)
  112. // TODO: Disable remaining texture units
  113. //renderSystem->_disableTextureUnitsFrom(pass->getNumTextures());
  114. // Set up non-texture related material settings
  115. // Stencil & depth buffer settings
  116. DepthStencilStatePtr depthStancilState = pass->getDepthStencilState();
  117. if(depthStancilState != nullptr)
  118. renderContext->setDepthStencilState(*depthStancilState);
  119. else
  120. renderContext->setDepthStencilState(DepthStencilState::getDefault());
  121. RasterizerStatePtr rasterizerState = pass->getRasterizerState();
  122. if(rasterizerState != nullptr)
  123. renderContext->setRasterizerState(*rasterizerState);
  124. else
  125. renderContext->setRasterizerState(RasterizerState::getDefault());
  126. }
  127. void ForwardRenderer::setPassParameters(PassParametersPtr params)
  128. {
  129. // TODO - When applying passes, don't re-apply states that are already the same as from previous pass.
  130. DeferredRenderContextPtr renderContext = gApplication().getPrimaryRenderContext();
  131. if(mActivePass == nullptr)
  132. CM_EXCEPT(InternalErrorException, "Trying to set pass parameters, but no pass is set.");
  133. GpuProgramHandle vertProgram = mActivePass->getVertexProgram();
  134. if(vertProgram)
  135. renderContext->bindGpuProgramParameters(GPT_VERTEX_PROGRAM, params->mVertParams, GPV_ALL);
  136. GpuProgramHandle fragProgram = mActivePass->getFragmentProgram();
  137. if(fragProgram)
  138. renderContext->bindGpuProgramParameters(GPT_FRAGMENT_PROGRAM, params->mFragParams, GPV_ALL);
  139. GpuProgramHandle geomProgram = mActivePass->getGeometryProgram();
  140. if(geomProgram)
  141. renderContext->bindGpuProgramParameters(GPT_GEOMETRY_PROGRAM, params->mGeomParams, GPV_ALL);
  142. }
  143. }