CmForwardRenderer.cpp 5.8 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. #include "CmViewport.h"
  14. namespace CamelotEngine
  15. {
  16. ForwardRenderer::ForwardRenderer()
  17. {
  18. }
  19. ForwardRenderer::~ForwardRenderer()
  20. { }
  21. const String& ForwardRenderer::getName() const
  22. {
  23. static String name = "ForwardRenderer";
  24. return name;
  25. }
  26. void ForwardRenderer::renderAll()
  27. {
  28. DeferredRenderContextPtr renderContext = gApplication().getPrimaryRenderContext();
  29. const vector<CameraPtr>::type& allCameras = gSceneManager().getAllCameras();
  30. for(auto iter = allCameras.begin(); iter != allCameras.end(); ++iter)
  31. {
  32. render(*iter);
  33. }
  34. renderContext->swapAllRenderTargetBuffers(false);
  35. }
  36. void ForwardRenderer::render(const CameraPtr camera)
  37. {
  38. vector<RenderablePtr>::type allRenderables = gSceneManager().getVisibleRenderables(camera);
  39. DeferredRenderContextPtr renderContext = gApplication().getPrimaryRenderContext();
  40. renderContext->setViewport(*camera->getViewport());
  41. Matrix4 projMatrixCstm = camera->getProjectionMatrix();
  42. Matrix4 viewMatrixCstm = camera->getViewMatrix();
  43. Matrix4 viewProjMatrix = projMatrixCstm * viewMatrixCstm;
  44. renderContext->clear(camera->getViewport()->getTarget(), FBT_COLOUR | FBT_DEPTH, Color::Blue);
  45. renderContext->beginFrame();
  46. // TODO - sort renderables by material/pass/parameters to minimize state changes
  47. for(auto iter = allRenderables.begin(); iter != allRenderables.end(); ++iter)
  48. {
  49. MaterialHandle material = (*iter)->getMaterial();
  50. if(material == nullptr || !material.isLoaded())
  51. continue;
  52. MeshHandle mesh = (*iter)->getMesh();
  53. if(mesh == nullptr || !mesh.isLoaded())
  54. continue;
  55. // TODO - Renderer should ensure shader is compatible with it, and it contains all the needed parameters
  56. // (probably at an earlier stage). e.g. I want the user to be warned if the shader doesn't contain matViewProjection param
  57. // (or should we just ignore such missing parameters?)
  58. material->setMat4("matViewProjection", viewProjMatrix);
  59. material->setColor("solidcolor", Color::Red);
  60. for(UINT32 i = 0; i < material->getNumPasses(); i++)
  61. {
  62. setPass(material->getPass(i));
  63. setPassParameters(material->getPassParameters(i));
  64. renderContext->render(mesh->getRenderOperation());
  65. }
  66. }
  67. renderContext->endFrame();
  68. // TODO - Sort renderables
  69. // Render them
  70. }
  71. void ForwardRenderer::setPass(PassPtr pass)
  72. {
  73. // TODO - When applying passes, don't re-apply states that are already the same as from previous pass.
  74. // Also check if it's maybe the exactly the same pass as the previous one.
  75. mActivePass = pass;
  76. DeferredRenderContextPtr renderContext = gApplication().getPrimaryRenderContext();
  77. GpuProgramHandle vertProgram = pass->getVertexProgram();
  78. if(vertProgram)
  79. {
  80. renderContext->bindGpuProgram(vertProgram);
  81. }
  82. else
  83. {
  84. //if(renderSystem->isGpuProgramBound(GPT_VERTEX_PROGRAM))
  85. renderContext->unbindGpuProgram(GPT_VERTEX_PROGRAM);
  86. }
  87. GpuProgramHandle fragProgram = pass->getFragmentProgram();
  88. if(fragProgram)
  89. {
  90. renderContext->bindGpuProgram(fragProgram);
  91. }
  92. else
  93. {
  94. //if(renderSystem->isGpuProgramBound(GPT_FRAGMENT_PROGRAM))
  95. renderContext->unbindGpuProgram(GPT_FRAGMENT_PROGRAM);
  96. }
  97. GpuProgramHandle geomProgram = pass->getGeometryProgram();
  98. if(geomProgram)
  99. {
  100. renderContext->bindGpuProgram(geomProgram);
  101. }
  102. else
  103. {
  104. //if(renderSystem->isGpuProgramBound(GPT_GEOMETRY_PROGRAM))
  105. renderContext->unbindGpuProgram(GPT_GEOMETRY_PROGRAM);
  106. }
  107. // The rest of the settings are the same no matter whether we use programs or not
  108. BlendStatePtr blendState = pass->getBlendState();
  109. if(blendState != nullptr)
  110. renderContext->setBlendState(*blendState);
  111. else
  112. renderContext->setBlendState(BlendState::getDefault());
  113. // TODO - Try to limit amount of state changes, if previous state is already the same (especially with textures)
  114. // TODO: Disable remaining texture units
  115. //renderSystem->_disableTextureUnitsFrom(pass->getNumTextures());
  116. // Set up non-texture related material settings
  117. // Stencil & depth buffer settings
  118. DepthStencilStatePtr depthStancilState = pass->getDepthStencilState();
  119. if(depthStancilState != nullptr)
  120. renderContext->setDepthStencilState(*depthStancilState);
  121. else
  122. renderContext->setDepthStencilState(DepthStencilState::getDefault());
  123. RasterizerStatePtr rasterizerState = pass->getRasterizerState();
  124. if(rasterizerState != nullptr)
  125. renderContext->setRasterizerState(*rasterizerState);
  126. else
  127. renderContext->setRasterizerState(RasterizerState::getDefault());
  128. }
  129. void ForwardRenderer::setPassParameters(PassParametersPtr params)
  130. {
  131. // TODO - When applying passes, don't re-apply states that are already the same as from previous pass.
  132. DeferredRenderContextPtr renderContext = gApplication().getPrimaryRenderContext();
  133. if(mActivePass == nullptr)
  134. CM_EXCEPT(InternalErrorException, "Trying to set pass parameters, but no pass is set.");
  135. GpuProgramHandle vertProgram = mActivePass->getVertexProgram();
  136. if(vertProgram)
  137. renderContext->bindGpuParams(GPT_VERTEX_PROGRAM, params->mVertParams);
  138. GpuProgramHandle fragProgram = mActivePass->getFragmentProgram();
  139. if(fragProgram)
  140. renderContext->bindGpuParams(GPT_FRAGMENT_PROGRAM, params->mFragParams);
  141. GpuProgramHandle geomProgram = mActivePass->getGeometryProgram();
  142. if(geomProgram)
  143. renderContext->bindGpuParams(GPT_GEOMETRY_PROGRAM, params->mGeomParams);
  144. }
  145. }