BsBansheeRenderer.cpp 17 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 "BsGpuParams.h"
  22. #include "BsProfilerCPU.h"
  23. #include "BsShader.h"
  24. #include "BsTechnique.h"
  25. #include "BsDrawList.h"
  26. #include "BsHardwareBufferManager.h"
  27. #include "BsGpuParamBlockBuffer.h"
  28. #include "BsShader.h"
  29. #include "BsShaderProxy.h"
  30. #include "BsBansheeLitTexRenderableHandler.h"
  31. #include "BsTime.h"
  32. #include "BsFrameAlloc.h"
  33. using namespace std::placeholders;
  34. namespace BansheeEngine
  35. {
  36. BansheeRenderer::BansheeRenderer()
  37. {
  38. mRenderableRemovedConn = gSceneManager().onRenderableRemoved.connect(std::bind(&BansheeRenderer::renderableRemoved, this, _1));
  39. mCameraRemovedConn = gSceneManager().onCameraRemoved.connect(std::bind(&BansheeRenderer::cameraRemoved, this, _1));
  40. }
  41. BansheeRenderer::~BansheeRenderer()
  42. {
  43. mRenderableRemovedConn.disconnect();
  44. mCameraRemovedConn.disconnect();
  45. }
  46. const String& BansheeRenderer::getName() const
  47. {
  48. static String name = "BansheeRenderer";
  49. return name;
  50. }
  51. void BansheeRenderer::_onActivated()
  52. {
  53. Renderer::_onActivated();
  54. mLitTexHandler = bs_new<LitTexRenderableHandler>();
  55. }
  56. void BansheeRenderer::_onDeactivated()
  57. {
  58. Renderer::_onDeactivated();
  59. if (mLitTexHandler != nullptr)
  60. bs_delete(mLitTexHandler);
  61. }
  62. void BansheeRenderer::addRenderableProxy(RenderableProxyPtr proxy)
  63. {
  64. for (auto& element : proxy->renderableElements)
  65. {
  66. mRenderableElements.push_back(element);
  67. mWorldTransforms.push_back(element->worldTransform);
  68. mWorldBounds.push_back(element->calculateWorldBounds());
  69. element->renderableType = proxy->renderableType;
  70. if (proxy->renderableType == RenType_LitTextured)
  71. element->handler = mLitTexHandler;
  72. else
  73. element->handler = nullptr;
  74. if (element->handler != nullptr)
  75. element->handler->initializeRenderElem(element);
  76. element->id = (UINT32)(mRenderableElements.size() - 1);
  77. }
  78. }
  79. void BansheeRenderer::removeRenderableProxy(RenderableProxyPtr proxy)
  80. {
  81. for (auto& element : proxy->renderableElements)
  82. {
  83. assert(mRenderableElements.size() > element->id && element->id >= 0);
  84. if (mRenderableElements.size() == 0)
  85. mRenderableElements.erase(mRenderableElements.begin());
  86. else
  87. {
  88. std::swap(mRenderableElements[element->id], mRenderableElements.back());
  89. mRenderableElements.erase(mRenderableElements.end() - 1);
  90. mRenderableElements[element->id]->id = element->id;
  91. }
  92. }
  93. }
  94. void BansheeRenderer::updateRenderableProxy(RenderableProxyPtr proxy, Matrix4 localToWorld)
  95. {
  96. for (auto& element : proxy->renderableElements)
  97. {
  98. element->worldTransform = localToWorld;
  99. mWorldTransforms[element->id] = localToWorld;
  100. mWorldBounds[element->id] = element->calculateWorldBounds();
  101. }
  102. }
  103. void BansheeRenderer::addCameraProxy(CameraProxyPtr proxy)
  104. {
  105. RenderTargetPtr renderTarget = proxy->viewport.getTarget();
  106. auto findIter = std::find_if(mRenderTargets.begin(), mRenderTargets.end(), [&](const RenderTargetData& x) { return x.target == renderTarget; });
  107. if (findIter != mRenderTargets.end())
  108. {
  109. proxy->renderQueue = bs_shared_ptr<RenderQueue>();
  110. findIter->cameras.push_back(proxy);
  111. }
  112. else
  113. {
  114. mRenderTargets.push_back(RenderTargetData());
  115. RenderTargetData& renderTargetData = mRenderTargets.back();
  116. proxy->renderQueue = bs_shared_ptr<RenderQueue>();
  117. renderTargetData.target = renderTarget;
  118. renderTargetData.cameras.push_back(proxy);
  119. }
  120. // Sort everything based on priority
  121. auto cameraComparer = [&](const CameraProxyPtr& a, const CameraProxyPtr& b) { return a->priority > b->priority; };
  122. auto renderTargetInfoComparer = [&](const RenderTargetData& a, const RenderTargetData& b)
  123. { return a.target->getCore()->getProperties().getPriority() > b.target->getCore()->getProperties().getPriority(); };
  124. std::sort(begin(mRenderTargets), end(mRenderTargets), renderTargetInfoComparer);
  125. for (auto& camerasPerTarget : mRenderTargets)
  126. {
  127. Vector<CameraProxyPtr>& cameras = camerasPerTarget.cameras;
  128. std::sort(begin(cameras), end(cameras), cameraComparer);
  129. }
  130. proxy->calcWorldFrustum();
  131. }
  132. void BansheeRenderer::removeCameraProxy(CameraProxyPtr proxy)
  133. {
  134. RenderTargetPtr renderTarget = proxy->viewport.getTarget();
  135. auto findIter = std::find_if(mRenderTargets.begin(), mRenderTargets.end(), [&](const RenderTargetData& x) { return x.target == renderTarget; });
  136. if (findIter != mRenderTargets.end())
  137. {
  138. auto findIter2 = std::find(findIter->cameras.begin(), findIter->cameras.end(), proxy);
  139. if (findIter2 != findIter->cameras.end())
  140. {
  141. findIter->cameras.erase(findIter2);
  142. }
  143. if (findIter->cameras.size() == 0)
  144. mRenderTargets.erase(findIter);
  145. }
  146. }
  147. void BansheeRenderer::updateCameraProxy(CameraProxyPtr proxy, Vector3 worldPosition, Matrix4 worldMatrix, Matrix4 viewMatrix)
  148. {
  149. proxy->viewMatrix = viewMatrix;
  150. proxy->worldPosition = worldPosition;
  151. proxy->worldMatrix = worldMatrix;
  152. proxy->calcWorldFrustum();
  153. }
  154. void BansheeRenderer::renderableRemoved(const HRenderable& renderable)
  155. {
  156. if (renderable->_getActiveProxy() != nullptr)
  157. {
  158. mDeletedRenderableProxies.push_back(renderable->_getActiveProxy());
  159. }
  160. }
  161. void BansheeRenderer::cameraRemoved(const HCamera& camera)
  162. {
  163. if (camera->_getActiveProxy() != nullptr)
  164. {
  165. mDeletedCameraProxies.push_back(camera->_getActiveProxy());
  166. }
  167. }
  168. void BansheeRenderer::renderAll()
  169. {
  170. gSceneManager().updateRenderableTransforms();
  171. // Remove proxies from deleted Renderables
  172. for (auto& proxy : mDeletedRenderableProxies)
  173. {
  174. if (proxy != nullptr)
  175. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeRenderableProxy, this, proxy));
  176. }
  177. // Add or update Renderable proxies
  178. const Vector<HRenderable>& allRenderables = gSceneManager().getAllRenderables();
  179. Vector<HSceneObject> dirtySceneObjects;
  180. Vector<HRenderable> dirtyRenderables;
  181. FrameAlloc* frameAlloc = gCoreThread().getFrameAlloc();
  182. for (auto& renderable : allRenderables)
  183. {
  184. bool addedNewProxy = false;
  185. RenderableProxyPtr proxy = renderable->_getActiveProxy();
  186. if (renderable->SO()->getActive())
  187. {
  188. if (renderable->_isCoreDirty())
  189. {
  190. if (proxy != nullptr)
  191. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeRenderableProxy, this, proxy));
  192. proxy = renderable->_createProxy();
  193. renderable->_setActiveProxy(proxy);
  194. if (proxy != nullptr)
  195. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::addRenderableProxy, this, proxy));
  196. dirtyRenderables.push_back(renderable);
  197. dirtySceneObjects.push_back(renderable->SO());
  198. addedNewProxy = true;
  199. }
  200. else if (renderable->SO()->_isCoreDirty())
  201. {
  202. if (proxy != nullptr)
  203. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::updateRenderableProxy, this, proxy, renderable->SO()->getWorldTfrm()));
  204. dirtySceneObjects.push_back(renderable->SO());
  205. }
  206. if (!addedNewProxy && proxy != nullptr)
  207. {
  208. for (UINT32 i = 0; i < (UINT32)proxy->renderableElements.size(); i++)
  209. {
  210. HMaterial mat = renderable->getMaterial(i);
  211. if (mat != nullptr && mat.isLoaded() && mat->_isCoreDirty(MaterialDirtyFlag::Params))
  212. {
  213. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::updateMaterialProxy, this,
  214. proxy->renderableElements[i]->material, mat->_getDirtyProxyParams(frameAlloc)));
  215. mat->_markCoreClean(MaterialDirtyFlag::Params);
  216. }
  217. }
  218. }
  219. }
  220. else // If inactive we remove the proxy until re-activated
  221. {
  222. if (proxy != nullptr)
  223. {
  224. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeRenderableProxy, this, proxy));
  225. renderable->_setActiveProxy(nullptr);
  226. renderable->_markCoreDirty();
  227. }
  228. }
  229. }
  230. // Mark all renderables as clean (needs to be done after all proxies are updated as
  231. // this will also clean materials & meshes which may be shared, so we don't want to clean them
  232. // too early.
  233. for (auto& renderable : dirtyRenderables)
  234. {
  235. renderable->_markCoreClean();
  236. }
  237. // Remove proxies from deleted Cameras
  238. for (auto& proxy : mDeletedCameraProxies)
  239. {
  240. if (proxy != nullptr)
  241. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeCameraProxy, this, proxy));
  242. }
  243. // Add or update Camera proxies
  244. const Vector<HCamera>& allCameras = gSceneManager().getAllCameras();
  245. for (auto& camera : allCameras)
  246. {
  247. if (camera->_isCoreDirty())
  248. {
  249. CameraProxyPtr proxy = camera->_getActiveProxy();
  250. if (proxy != nullptr)
  251. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeCameraProxy, this, proxy));
  252. proxy = camera->_createProxy();
  253. camera->_setActiveProxy(proxy);
  254. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::addCameraProxy, this, proxy));
  255. camera->_markCoreClean();
  256. dirtySceneObjects.push_back(camera->SO());
  257. }
  258. else if (camera->SO()->_isCoreDirty())
  259. {
  260. CameraProxyPtr proxy = camera->_getActiveProxy();
  261. assert(proxy != nullptr);
  262. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::updateCameraProxy, this,
  263. proxy, camera->SO()->getWorldPosition(), camera->SO()->getWorldTfrm(), camera->getViewMatrix()));
  264. dirtySceneObjects.push_back(camera->SO());
  265. }
  266. }
  267. // Mark scene objects clean
  268. for (auto& dirtySO : dirtySceneObjects)
  269. {
  270. dirtySO->_markCoreClean();
  271. }
  272. // Populate direct draw lists
  273. for (auto& camera : allCameras)
  274. {
  275. DrawListPtr drawList = bs_shared_ptr<DrawList>();
  276. // Get GUI render operations
  277. GUIManager::instance().render(camera->getViewport(), *drawList);
  278. // Get overlay render operations
  279. OverlayManager::instance().render(camera->getViewport(), *drawList);
  280. // Get debug render operations
  281. DrawHelper3D::instance().render(camera, *drawList);
  282. DrawHelper2D::instance().render(camera, *drawList);
  283. // Get any operations from hooked up callbacks
  284. const Viewport* viewportRawPtr = camera->getViewport().get();
  285. onRenderViewport(viewportRawPtr, *drawList);
  286. RenderQueuePtr renderQueue = bs_shared_ptr<RenderQueue>();
  287. const Vector<DrawOperation>& drawOps = drawList->getDrawOperations();
  288. // Note: It is important that draw ops update happens after renderables are updated, so that
  289. // renderable proxies properly update in case they both share the same material/mesh
  290. for (auto& drawOp : drawOps)
  291. {
  292. // Note: It is assumed render operations queued in the draw list is going
  293. // to change every frame so we create new proxies using frame allocator
  294. // every frame. It /might/ be more efficient not to use frame allocator
  295. // and only update when they actually change. That might also cause
  296. // issue if material/mesh is used both in draw list and a Renderable
  297. MaterialProxy::DirtyParamsInfo* dirtyParams = nullptr;
  298. if (drawOp.material->_isCoreDirty(MaterialDirtyFlag::Params))
  299. {
  300. dirtyParams = drawOp.material->_getDirtyProxyParams(frameAlloc);
  301. }
  302. if (drawOp.material->_isCoreDirty(MaterialDirtyFlag::Proxy))
  303. {
  304. drawOp.material->_setActiveProxy(drawOp.material->_createProxy());
  305. drawOp.material->_markCoreClean(MaterialDirtyFlag::Proxy);
  306. drawOp.material->_markCoreClean(MaterialDirtyFlag::Material);
  307. }
  308. else
  309. {
  310. if (dirtyParams != nullptr)
  311. drawOp.material->_markCoreClean(MaterialDirtyFlag::Params);
  312. }
  313. if (drawOp.mesh->_isCoreDirty(MeshDirtyFlag::Proxy))
  314. {
  315. drawOp.mesh->_setActiveProxy(drawOp.submeshIdx, drawOp.mesh->_createProxy(drawOp.submeshIdx));
  316. drawOp.mesh->_markCoreClean(MeshDirtyFlag::Proxy);
  317. drawOp.mesh->_markCoreClean(MeshDirtyFlag::Mesh);
  318. }
  319. MaterialProxyPtr materialProxy = drawOp.material->_getActiveProxy();
  320. MeshProxyPtr meshProxy = drawOp.mesh->_getActiveProxy(drawOp.submeshIdx);
  321. if (dirtyParams != nullptr)
  322. {
  323. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::updateMaterialProxy, this,
  324. materialProxy, dirtyParams));
  325. }
  326. float distanceToCamera = (camera->SO()->getPosition() - drawOp.worldPosition).length();
  327. renderQueue->add(materialProxy, meshProxy, distanceToCamera);
  328. }
  329. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::addToRenderQueue, this, camera->_getActiveProxy(), renderQueue));
  330. }
  331. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::renderAllCore, this, gTime().getTime()));
  332. }
  333. void BansheeRenderer::addToRenderQueue(CameraProxyPtr proxy, RenderQueuePtr renderQueue)
  334. {
  335. RenderQueuePtr cameraRenderQueue = proxy->renderQueue;
  336. cameraRenderQueue->add(*renderQueue);
  337. }
  338. void BansheeRenderer::updateMaterialProxy(MaterialProxyPtr proxy, MaterialProxy::DirtyParamsInfo* dirtyParams)
  339. {
  340. for (UINT32 i = 0; i < (UINT32)dirtyParams->numEntries; i++)
  341. {
  342. UINT32 paramsIdx = dirtyParams->entries[i].paramsIdx;
  343. if (proxy->params[paramsIdx] == nullptr)
  344. {
  345. assert(false); // This shouldn't happen. New params can only be added due to shader
  346. // change and that should trigger new material proxy creation
  347. continue;
  348. }
  349. proxy->params[dirtyParams->entries[i].paramsIdx]->_updateFromCopy(dirtyParams->entries[i].params);
  350. }
  351. // Refresh buffers set by renderer in case any were changed
  352. for (auto& rendererBuffer : proxy->rendererBuffers)
  353. proxy->params[rendererBuffer.paramsIdx]->setParamBlockBuffer(rendererBuffer.slotIdx, rendererBuffer.buffer);
  354. MaterialProxy::DirtyParamsInfo::destroy(dirtyParams);
  355. }
  356. void BansheeRenderer::renderAllCore(float time)
  357. {
  358. THROW_IF_NOT_CORE_THREAD;
  359. // Update global hardware buffers
  360. mLitTexHandler->updateGlobalBuffers(time);
  361. // Render everything, target by target
  362. for (auto& renderTargetData : mRenderTargets)
  363. {
  364. RenderTargetPtr target = renderTargetData.target;
  365. Vector<CameraProxyPtr>& cameras = renderTargetData.cameras;
  366. RenderSystem::instance().beginFrame();
  367. for(auto& camera : cameras)
  368. {
  369. Viewport& viewport = camera->viewport;
  370. RenderSystem::instance().setViewport(viewport);
  371. UINT32 clearBuffers = 0;
  372. if(viewport.getRequiresColorClear())
  373. clearBuffers |= FBT_COLOR;
  374. if(viewport.getRequiresDepthClear())
  375. clearBuffers |= FBT_DEPTH;
  376. if(viewport.getRequiresStencilClear())
  377. clearBuffers |= FBT_STENCIL;
  378. if(clearBuffers != 0)
  379. RenderSystem::instance().clearViewport(clearBuffers, viewport.getClearColor(), viewport.getClearDepthValue(), viewport.getClearStencilValue());
  380. render(*camera, camera->renderQueue);
  381. }
  382. RenderSystem::instance().endFrame();
  383. RenderSystem::instance().swapBuffers(target);
  384. }
  385. }
  386. void BansheeRenderer::render(const CameraProxy& cameraProxy, const RenderQueuePtr& renderQueue)
  387. {
  388. THROW_IF_NOT_CORE_THREAD;
  389. RenderSystem& rs = RenderSystem::instance();
  390. Matrix4 projMatrixCstm = cameraProxy.projMatrix;
  391. Matrix4 viewMatrixCstm = cameraProxy.viewMatrix;
  392. Matrix4 viewProjMatrix = projMatrixCstm * viewMatrixCstm;
  393. if (!cameraProxy.ignoreSceneRenderables)
  394. {
  395. // Update per-object param buffers and queue render elements
  396. for (auto& renderElem : mRenderableElements)
  397. {
  398. if (renderElem->handler != nullptr)
  399. renderElem->handler->bindPerObjectBuffers(renderElem);
  400. if (renderElem->renderableType == RenType_LitTextured)
  401. {
  402. Matrix4 worldViewProjMatrix = viewProjMatrix * mWorldTransforms[renderElem->id];;
  403. mLitTexHandler->updatePerObjectBuffers(renderElem, worldViewProjMatrix);
  404. }
  405. for (auto& param : renderElem->material->params)
  406. {
  407. param->updateHardwareBuffers();
  408. }
  409. // Do frustum culling
  410. // TODO - This is bound to be a bottleneck at some point. When it is ensure that intersect
  411. // methods use vector operations, as it is trivial to update them.
  412. const Sphere& boundingSphere = mWorldBounds[renderElem->id].getSphere();
  413. if (cameraProxy.worldFrustum.intersects(boundingSphere))
  414. {
  415. // More precise with the box
  416. const AABox& boundingBox = mWorldBounds[renderElem->id].getBox();
  417. if (cameraProxy.worldFrustum.intersects(boundingBox))
  418. {
  419. float distanceToCamera = (cameraProxy.worldPosition - boundingBox.getCenter()).length();
  420. renderQueue->add(renderElem, distanceToCamera);
  421. }
  422. }
  423. }
  424. }
  425. renderQueue->sort();
  426. const Vector<RenderQueueElement>& sortedRenderElements = renderQueue->getSortedElements();
  427. for(auto iter = sortedRenderElements.begin(); iter != sortedRenderElements.end(); ++iter)
  428. {
  429. MaterialProxyPtr materialProxy = iter->material;
  430. setPass(*materialProxy, iter->passIdx);
  431. draw(*iter->mesh);
  432. }
  433. renderQueue->clear();
  434. }
  435. }