BsBansheeRenderer.cpp 13 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. // Init compatibile material params
  31. RendererMaterialParams dx9params("BansheeD3D9RenderSystem", RenType_UnlitUntextured);
  32. // TODO - In a perfect world I would get element size and offsets by creating a dummy version of the param block
  33. // and reading the values.
  34. dx9params.addDataParam(RPS_WorldViewProjTfrm, GPT_VERTEX_PROGRAM, GPDT_MATRIX_4X4, sizeof(Matrix4), 0, 0, RP_AnyPass, RBS_PerObject);
  35. mRenderableMaterialParams.insert(dx9params);
  36. }
  37. BansheeRenderer::~BansheeRenderer()
  38. {
  39. mRenderableRemovedConn.disconnect();
  40. }
  41. const String& BansheeRenderer::getName() const
  42. {
  43. static String name = "BansheeRenderer";
  44. return name;
  45. }
  46. void BansheeRenderer::addRenderableProxy(RenderableProxyPtr proxy)
  47. {
  48. for (auto& element : proxy->renderableElements)
  49. {
  50. mRenderableProxies.push_back(element);
  51. mWorldTransforms.push_back(element->worldTransform);
  52. mWorldBounds.push_back(element->calculateWorldBounds());
  53. element->markBoundsClean();
  54. element->id = (UINT32)(mRenderableProxies.size() - 1);
  55. element->mesh->addRenderableProxy(element);
  56. }
  57. }
  58. void BansheeRenderer::removeRenderableProxy(RenderableProxyPtr proxy)
  59. {
  60. for (auto& element : proxy->renderableElements)
  61. {
  62. assert(mRenderableProxies.size() > element->id && element->id >= 0);
  63. if (mRenderableProxies.size() == 0)
  64. mRenderableProxies.erase(mRenderableProxies.begin());
  65. else
  66. {
  67. std::swap(mRenderableProxies[element->id], mRenderableProxies.back());
  68. mRenderableProxies.erase(mRenderableProxies.end() - 1);
  69. mRenderableProxies[element->id]->id = element->id;
  70. }
  71. element->mesh->removeRenderableProxy(element);
  72. }
  73. }
  74. void BansheeRenderer::updateRenderableProxy(RenderableProxyPtr proxy, Matrix4 localToWorld)
  75. {
  76. for (auto& element : proxy->renderableElements)
  77. {
  78. element->worldTransform = localToWorld;
  79. mWorldTransforms[element->id] = localToWorld;
  80. mWorldBounds[element->id] = element->calculateWorldBounds();
  81. element->markBoundsClean();
  82. }
  83. }
  84. void BansheeRenderer::renderableRemoved(const HRenderable& renderable)
  85. {
  86. if (renderable->_getActiveProxy() != nullptr)
  87. {
  88. mDeletedProxies.push_back(renderable->_getActiveProxy());
  89. }
  90. }
  91. void BansheeRenderer::renderAll()
  92. {
  93. gProfilerCPU().beginSample("renderA");
  94. gBsSceneManager().updateRenderableTransforms();
  95. // Remove proxies from deleted Renderable
  96. for (auto& proxy : mDeletedProxies)
  97. {
  98. if (proxy != nullptr)
  99. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeRenderableProxy, this, proxy));
  100. }
  101. // Add or update Renderable proxies
  102. const Vector<HRenderable>& allRenderables = gBsSceneManager().getAllRenderables();
  103. for (auto& renderable : allRenderables)
  104. {
  105. if (!renderable->_isCoreDirty())
  106. {
  107. RenderableProxyPtr proxy = renderable->_getActiveProxy();
  108. if (proxy != nullptr)
  109. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeRenderableProxy, this, proxy));
  110. proxy = renderable->_createProxy();
  111. renderable->_setActiveProxy(proxy);
  112. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::addRenderableProxy, this, proxy));
  113. renderable->_markCoreClean();
  114. renderable->SO()->_markRenderDataUpToDate();
  115. }
  116. else if (!renderable->SO()->_isRenderDataUpToDate())
  117. {
  118. RenderableProxyPtr proxy = renderable->_getActiveProxy();
  119. assert(proxy != nullptr);
  120. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::updateRenderableProxy, this, proxy, renderable->SO()->getWorldTfrm()));
  121. renderable->SO()->_markRenderDataUpToDate();
  122. }
  123. }
  124. // Create frame data
  125. const Vector<HCamera>& allCameras = gBsSceneManager().getAllCameras();
  126. Vector<RenderQueuePtr> renderQueues;
  127. std::shared_ptr<FrameData> frameData = bs_shared_ptr<FrameData>();
  128. for (auto& camera : allCameras)
  129. {
  130. RenderTargetPtr target = camera->getViewport()->getTarget();
  131. auto findIter = std::find_if(begin(frameData->renderTargets), end(frameData->renderTargets),
  132. [&target](const RenderTargetData& x) { return x.target == target; });
  133. if (findIter == frameData->renderTargets.end())
  134. {
  135. frameData->renderTargets.push_back(RenderTargetData());
  136. RenderTargetData& renderTargetData = frameData->renderTargets.back();
  137. renderTargetData.target = target;
  138. renderTargetData.cameras.push_back(CameraData());
  139. CameraData& camData = renderTargetData.cameras.back();
  140. camData.cameraProxy = camera->_createProxy();
  141. camData.renderQueue = bs_shared_ptr<DefaultRenderQueue>();
  142. renderQueues.push_back(camData.renderQueue);
  143. }
  144. else
  145. {
  146. findIter->cameras.push_back(CameraData());
  147. CameraData& camData = findIter->cameras.back();
  148. camData.cameraProxy = camera->_createProxy();
  149. camData.renderQueue = bs_shared_ptr<DefaultRenderQueue>();
  150. renderQueues.push_back(camData.renderQueue);
  151. }
  152. }
  153. // Sort everything based on priority
  154. auto cameraComparer = [&](const CameraData& a, const CameraData& b) { return a.cameraProxy.priority > b.cameraProxy.priority; };
  155. auto renderTargetInfoComparer = [&](const RenderTargetData& a, const RenderTargetData& b) { return a.target->getPriority() > b.target->getPriority(); };
  156. std::sort(begin(frameData->renderTargets), end(frameData->renderTargets), renderTargetInfoComparer);
  157. for (auto& camerasPerTarget : frameData->renderTargets)
  158. {
  159. Vector<CameraData>& cameras = camerasPerTarget.cameras;
  160. std::sort(begin(cameras), end(cameras), cameraComparer);
  161. }
  162. // Populate direct draw lists
  163. UINT32 idx = 0;
  164. for (auto& camera : allCameras)
  165. {
  166. DrawList drawList;
  167. // Get GUI render operations
  168. GUIManager::instance().render(camera->getViewport(), drawList);
  169. // Get overlay render operations
  170. OverlayManager::instance().render(camera->getViewport(), drawList);
  171. // Get debug render operations
  172. DrawHelper3D::instance().render(camera, drawList);
  173. DrawHelper2D::instance().render(camera, drawList);
  174. // Get any operations from hooked up callbacks
  175. const Viewport* viewportRawPtr = camera->getViewport().get();
  176. auto callbacksForViewport = mRenderCallbacks[viewportRawPtr];
  177. for (auto& callback : callbacksForViewport)
  178. callback(viewportRawPtr, drawList);
  179. RenderQueuePtr renderQueue = renderQueues[idx];
  180. const Vector<DrawOperation>& drawOps = drawList.getDrawOperations();
  181. for (auto& drawOp : drawOps)
  182. {
  183. // TODO - Will I need to check if materials match renderer?
  184. renderQueue->add(drawOp.material->_createProxy(),
  185. drawOp.mesh->_getRenderData(drawOp.submeshIdx), drawOp.worldPosition);
  186. }
  187. idx++;
  188. }
  189. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::renderAllCore, this, frameData));
  190. }
  191. void BansheeRenderer::renderAllCore(std::shared_ptr<FrameData> frameData)
  192. {
  193. THROW_IF_NOT_CORE_THREAD;
  194. // Render everything, target by target
  195. for (auto& renderTargetData : frameData->renderTargets)
  196. {
  197. RenderTargetPtr target = renderTargetData.target;
  198. Vector<CameraData>& cameraData = renderTargetData.cameras;
  199. RenderSystem::instance().beginFrame();
  200. for(auto& data : cameraData)
  201. {
  202. Viewport& viewport = data.cameraProxy.viewport;
  203. RenderSystem::instance().setViewport(viewport);
  204. UINT32 clearBuffers = 0;
  205. if(viewport.getRequiresColorClear())
  206. clearBuffers |= FBT_COLOR;
  207. if(viewport.getRequiresDepthClear())
  208. clearBuffers |= FBT_DEPTH;
  209. if(viewport.getRequiresStencilClear())
  210. clearBuffers |= FBT_STENCIL;
  211. if(clearBuffers != 0)
  212. RenderSystem::instance().clearViewport(clearBuffers, viewport.getClearColor(), viewport.getClearDepthValue(), viewport.getClearStencilValue());
  213. render(data.cameraProxy, data.renderQueue);
  214. }
  215. RenderSystem::instance().endFrame();
  216. RenderSystem::instance().swapBuffers(target);
  217. }
  218. }
  219. void BansheeRenderer::render(const CameraProxy& cameraProxy, const RenderQueuePtr& renderQueue)
  220. {
  221. THROW_IF_NOT_CORE_THREAD;
  222. RenderSystem& rs = RenderSystem::instance();
  223. if (!cameraProxy.ignoreSceneRenderables)
  224. {
  225. // TODO - Do frustum culling
  226. for (auto& renderableProxy : mRenderableProxies)
  227. {
  228. // TODO - Apply world-view-proj matrix
  229. renderQueue->add(renderableProxy->material, renderableProxy->mesh, mWorldBounds[renderableProxy->id].getSphere().getCenter());
  230. }
  231. }
  232. Matrix4 projMatrixCstm = cameraProxy.projMatrix;
  233. Matrix4 viewMatrixCstm = cameraProxy.viewMatrix;
  234. Matrix4 viewProjMatrix = projMatrixCstm * viewMatrixCstm;
  235. renderQueue->sort();
  236. const Vector<SortedRenderOp>& sortedROps = renderQueue->getSortedRenderOps();
  237. for(auto iter = sortedROps.begin(); iter != sortedROps.end(); ++iter)
  238. {
  239. const RenderOperation& renderOp = *iter->baseOperation;
  240. Material::CoreProxyPtr materialProxy = renderOp.material;
  241. setPass(materialProxy->passes[iter->passIdx]);
  242. draw(*renderOp.mesh);
  243. }
  244. }
  245. void BansheeRenderer::setPass(const Material::CoreProxy::PassData& pass)
  246. {
  247. THROW_IF_NOT_CORE_THREAD;
  248. RenderSystem& rs = RenderSystem::instance();
  249. if (pass.vertexProg)
  250. {
  251. rs.bindGpuProgram(pass.vertexProg);
  252. rs.bindGpuParams(GPT_VERTEX_PROGRAM, *pass.vertexProgParams);
  253. }
  254. else
  255. rs.unbindGpuProgram(GPT_VERTEX_PROGRAM);
  256. if (pass.fragmentProg)
  257. {
  258. rs.bindGpuProgram(pass.fragmentProg);
  259. rs.bindGpuParams(GPT_FRAGMENT_PROGRAM, *pass.geometryProgParams);
  260. }
  261. else
  262. rs.unbindGpuProgram(GPT_FRAGMENT_PROGRAM);
  263. if (pass.geometryProg)
  264. {
  265. rs.bindGpuProgram(pass.geometryProg);
  266. rs.bindGpuParams(GPT_GEOMETRY_PROGRAM, *pass.geometryProgParams);
  267. }
  268. else
  269. rs.unbindGpuProgram(GPT_GEOMETRY_PROGRAM);
  270. if (pass.hullProg)
  271. {
  272. rs.bindGpuProgram(pass.hullProg);
  273. rs.bindGpuParams(GPT_HULL_PROGRAM, *pass.hullProgParams);
  274. }
  275. else
  276. rs.unbindGpuProgram(GPT_HULL_PROGRAM);
  277. if (pass.domainProg)
  278. {
  279. rs.bindGpuProgram(pass.domainProg);
  280. rs.bindGpuParams(GPT_DOMAIN_PROGRAM, *pass.domainProgParams);
  281. }
  282. else
  283. rs.unbindGpuProgram(GPT_DOMAIN_PROGRAM);
  284. if (pass.computeProg)
  285. {
  286. rs.bindGpuProgram(pass.computeProg);
  287. rs.bindGpuParams(GPT_COMPUTE_PROGRAM, *pass.computeProgParams);
  288. }
  289. else
  290. rs.unbindGpuProgram(GPT_COMPUTE_PROGRAM);
  291. // TODO - Try to limit amount of state changes, if previous state is already the same
  292. // Set up non-texture related pass settings
  293. if (pass.blendState != nullptr)
  294. rs.setBlendState(pass.blendState.getInternalPtr());
  295. else
  296. rs.setBlendState(BlendState::getDefault());
  297. if (pass.depthStencilState != nullptr)
  298. rs.setDepthStencilState(pass.depthStencilState.getInternalPtr(), pass.stencilRefValue);
  299. else
  300. rs.setDepthStencilState(DepthStencilState::getDefault(), pass.stencilRefValue);
  301. if (pass.rasterizerState != nullptr)
  302. rs.setRasterizerState(pass.rasterizerState.getInternalPtr());
  303. else
  304. rs.setRasterizerState(RasterizerState::getDefault());
  305. }
  306. void BansheeRenderer::draw(const MeshRenderData& mesh)
  307. {
  308. THROW_IF_NOT_CORE_THREAD;
  309. RenderSystem& rs = RenderSystem::instance();
  310. std::shared_ptr<VertexData> vertexData = mesh.getVertexData();
  311. rs.setVertexDeclaration(vertexData->vertexDeclaration);
  312. auto vertexBuffers = vertexData->getBuffers();
  313. if (vertexBuffers.size() > 0)
  314. {
  315. VertexBufferPtr buffers[MAX_BOUND_VERTEX_BUFFERS];
  316. UINT32 endSlot = 0;
  317. UINT32 startSlot = MAX_BOUND_VERTEX_BUFFERS;
  318. for (auto iter = vertexBuffers.begin(); iter != vertexBuffers.end(); ++iter)
  319. {
  320. if (iter->first >= MAX_BOUND_VERTEX_BUFFERS)
  321. BS_EXCEPT(InvalidParametersException, "Buffer index out of range");
  322. startSlot = std::min(iter->first, startSlot);
  323. endSlot = std::max(iter->first, endSlot);
  324. }
  325. for (auto iter = vertexBuffers.begin(); iter != vertexBuffers.end(); ++iter)
  326. {
  327. buffers[iter->first - startSlot] = iter->second;
  328. }
  329. rs.setVertexBuffers(startSlot, buffers, endSlot - startSlot + 1);
  330. }
  331. SubMesh subMesh = mesh.getSubMesh();
  332. rs.setDrawOperation(subMesh.drawOp);
  333. IndexBufferPtr indexBuffer = mesh.getIndexBuffer();
  334. UINT32 indexCount = subMesh.indexCount;
  335. if (indexCount == 0)
  336. indexCount = indexBuffer->getNumIndices();
  337. rs.setIndexBuffer(indexBuffer);
  338. rs.drawIndexed(subMesh.indexOffset, indexCount, mesh.getVertexOffset(), vertexData->vertexCount);
  339. mesh.notifyUsedOnGPU();
  340. }
  341. }