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- #include "CmForwardRenderer.h"
- #include "CmCamera.h"
- #include "CmSceneManager.h"
- #include "CmDeferredRenderContext.h"
- #include "CmRenderable.h"
- #include "CmMaterial.h"
- #include "CmMesh.h"
- #include "CmPass.h"
- #include "CmBlendState.h"
- #include "CmRasterizerState.h"
- #include "CmDepthStencilState.h"
- #include "CmApplication.h"
- #include "CmViewport.h"
- namespace CamelotEngine
- {
- ForwardRenderer::ForwardRenderer()
- {
- }
- ForwardRenderer::~ForwardRenderer()
- { }
- const String& ForwardRenderer::getName() const
- {
- static String name = "ForwardRenderer";
- return name;
- }
- void ForwardRenderer::renderAll()
- {
- DeferredRenderContextPtr renderContext = gApplication().getPrimaryRenderContext();
- const vector<CameraPtr>::type& allCameras = gSceneManager().getAllCameras();
- for(auto iter = allCameras.begin(); iter != allCameras.end(); ++iter)
- {
- render(*iter);
- }
- renderContext->swapAllRenderTargetBuffers(false);
- }
- void ForwardRenderer::render(const CameraPtr camera)
- {
- vector<RenderablePtr>::type allRenderables = gSceneManager().getVisibleRenderables(camera);
- DeferredRenderContextPtr renderContext = gApplication().getPrimaryRenderContext();
- renderContext->setViewport(*camera->getViewport());
- Matrix4 projMatrixCstm = camera->getProjectionMatrix();
- Matrix4 viewMatrixCstm = camera->getViewMatrix();
- Matrix4 viewProjMatrix = projMatrixCstm * viewMatrixCstm;
- renderContext->clear(camera->getViewport()->getTarget(), FBT_COLOUR | FBT_DEPTH, Color::Blue);
- renderContext->beginFrame();
- // TODO - sort renderables by material/pass/parameters to minimize state changes
- for(auto iter = allRenderables.begin(); iter != allRenderables.end(); ++iter)
- {
- MaterialHandle material = (*iter)->getMaterial();
- if(material == nullptr || !material.isLoaded())
- continue;
- MeshHandle mesh = (*iter)->getMesh();
- if(mesh == nullptr || !mesh.isLoaded())
- continue;
- // TODO - Renderer should ensure shader is compatible with it, and it contains all the needed parameters
- // (probably at an earlier stage). e.g. I want the user to be warned if the shader doesn't contain matViewProjection param
- // (or should we just ignore such missing parameters?)
- material->setMat4("matViewProjection", viewProjMatrix);
- material->setColor("solidcolor", Color::Red);
- for(UINT32 i = 0; i < material->getNumPasses(); i++)
- {
- setPass(material->getPass(i));
- setPassParameters(material->getPassParameters(i));
- renderContext->render(mesh->getRenderOperation());
- }
- }
- renderContext->endFrame();
- // TODO - Sort renderables
- // Render them
- }
- void ForwardRenderer::setPass(PassPtr pass)
- {
- // TODO - When applying passes, don't re-apply states that are already the same as from previous pass.
- // Also check if it's maybe the exactly the same pass as the previous one.
- mActivePass = pass;
- DeferredRenderContextPtr renderContext = gApplication().getPrimaryRenderContext();
- GpuProgramHandle vertProgram = pass->getVertexProgram();
- if(vertProgram)
- {
- renderContext->bindGpuProgram(vertProgram);
- }
- else
- {
- //if(renderSystem->isGpuProgramBound(GPT_VERTEX_PROGRAM))
- renderContext->unbindGpuProgram(GPT_VERTEX_PROGRAM);
- }
- GpuProgramHandle fragProgram = pass->getFragmentProgram();
- if(fragProgram)
- {
- renderContext->bindGpuProgram(fragProgram);
- }
- else
- {
- //if(renderSystem->isGpuProgramBound(GPT_FRAGMENT_PROGRAM))
- renderContext->unbindGpuProgram(GPT_FRAGMENT_PROGRAM);
- }
- GpuProgramHandle geomProgram = pass->getGeometryProgram();
- if(geomProgram)
- {
- renderContext->bindGpuProgram(geomProgram);
- }
- else
- {
- //if(renderSystem->isGpuProgramBound(GPT_GEOMETRY_PROGRAM))
- renderContext->unbindGpuProgram(GPT_GEOMETRY_PROGRAM);
- }
- // The rest of the settings are the same no matter whether we use programs or not
- BlendStatePtr blendState = pass->getBlendState();
- if(blendState != nullptr)
- renderContext->setBlendState(*blendState);
- else
- renderContext->setBlendState(BlendState::getDefault());
-
- // TODO - Try to limit amount of state changes, if previous state is already the same (especially with textures)
- // TODO: Disable remaining texture units
- //renderSystem->_disableTextureUnitsFrom(pass->getNumTextures());
- // Set up non-texture related material settings
- // Stencil & depth buffer settings
- DepthStencilStatePtr depthStancilState = pass->getDepthStencilState();
- if(depthStancilState != nullptr)
- renderContext->setDepthStencilState(*depthStancilState);
- else
- renderContext->setDepthStencilState(DepthStencilState::getDefault());
- RasterizerStatePtr rasterizerState = pass->getRasterizerState();
- if(rasterizerState != nullptr)
- renderContext->setRasterizerState(*rasterizerState);
- else
- renderContext->setRasterizerState(RasterizerState::getDefault());
- }
- void ForwardRenderer::setPassParameters(PassParametersPtr params)
- {
- // TODO - When applying passes, don't re-apply states that are already the same as from previous pass.
- DeferredRenderContextPtr renderContext = gApplication().getPrimaryRenderContext();
- if(mActivePass == nullptr)
- CM_EXCEPT(InternalErrorException, "Trying to set pass parameters, but no pass is set.");
- GpuProgramHandle vertProgram = mActivePass->getVertexProgram();
- if(vertProgram)
- renderContext->bindGpuParams(GPT_VERTEX_PROGRAM, params->mVertParams);
- GpuProgramHandle fragProgram = mActivePass->getFragmentProgram();
- if(fragProgram)
- renderContext->bindGpuParams(GPT_FRAGMENT_PROGRAM, params->mFragParams);
- GpuProgramHandle geomProgram = mActivePass->getGeometryProgram();
- if(geomProgram)
- renderContext->bindGpuParams(GPT_GEOMETRY_PROGRAM, params->mGeomParams);
- }
- }
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