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 "BsRenderQueue.h"
  16. #include "BsOverlayManager.h"
  17. #include "BsGUIManager.h"
  18. #include "BsCoreThread.h"
  19. #include "BsGpuParams.h"
  20. #include "BsProfilerCPU.h"
  21. #include "BsShader.h"
  22. #include "BsTechnique.h"
  23. #include "BsDrawList.h"
  24. #include "BsHardwareBufferManager.h"
  25. #include "BsGpuParamBlockBuffer.h"
  26. #include "BsShader.h"
  27. #include "BsBansheeLitTexRenderableController.h"
  28. #include "BsTime.h"
  29. #include "BsFrameAlloc.h"
  30. using namespace std::placeholders;
  31. namespace BansheeEngine
  32. {
  33. BansheeRenderer::BansheeRenderer()
  34. {
  35. mRenderableRemovedConn = gSceneManager().onRenderableRemoved.connect(std::bind(&BansheeRenderer::renderableRemoved, this, _1));
  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::_onActivated()
  47. {
  48. Renderer::_onActivated();
  49. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::initializeCore, this));
  50. }
  51. void BansheeRenderer::_onDeactivated()
  52. {
  53. Renderer::_onDeactivated();
  54. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::destroyCore, this));
  55. gCoreAccessor().submitToCoreThread(true);
  56. }
  57. void BansheeRenderer::initializeCore()
  58. {
  59. mLitTexHandler = bs_new<LitTexRenderableController>();
  60. }
  61. void BansheeRenderer::destroyCore()
  62. {
  63. if (mLitTexHandler != nullptr)
  64. bs_delete(mLitTexHandler);
  65. mRenderTargets.clear();
  66. mCameraData.clear();
  67. }
  68. void BansheeRenderer::addRenderableProxy(RenderableProxyPtr proxy)
  69. {
  70. for (auto& element : proxy->renderableElements)
  71. {
  72. mRenderableElements.push_back(element);
  73. mWorldTransforms.push_back(element->worldTransform);
  74. mWorldBounds.push_back(element->calculateWorldBounds());
  75. element->renderableType = proxy->renderableType;
  76. if (proxy->renderableType == RenType_LitTextured)
  77. element->handler = mLitTexHandler;
  78. else
  79. element->handler = nullptr;
  80. if (element->handler != nullptr)
  81. element->handler->initializeRenderElem(element);
  82. element->id = (UINT32)(mRenderableElements.size() - 1);
  83. }
  84. }
  85. void BansheeRenderer::removeRenderableProxy(RenderableProxyPtr proxy)
  86. {
  87. for (auto& element : proxy->renderableElements)
  88. {
  89. assert(mRenderableElements.size() > element->id && element->id >= 0);
  90. if (mRenderableElements.size() == 0)
  91. mRenderableElements.erase(mRenderableElements.begin());
  92. else
  93. {
  94. std::swap(mRenderableElements[element->id], mRenderableElements.back());
  95. mRenderableElements.erase(mRenderableElements.end() - 1);
  96. mRenderableElements[element->id]->id = element->id;
  97. }
  98. }
  99. }
  100. void BansheeRenderer::updateRenderableProxy(RenderableProxyPtr proxy, Matrix4 localToWorld)
  101. {
  102. for (auto& element : proxy->renderableElements)
  103. {
  104. element->worldTransform = localToWorld;
  105. mWorldTransforms[element->id] = localToWorld;
  106. mWorldBounds[element->id] = element->calculateWorldBounds();
  107. }
  108. }
  109. void BansheeRenderer::_notifyCameraAdded(const CameraHandlerCore* camera)
  110. {
  111. CameraData& camData = mCameraData[camera];
  112. camData.renderQueue = bs_shared_ptr<RenderQueue>();
  113. }
  114. void BansheeRenderer::_notifyCameraRemoved(const CameraHandlerCore* camera)
  115. {
  116. mCameraData.erase(camera);
  117. }
  118. void BansheeRenderer::renderableRemoved(const RenderableHandlerPtr& renderable)
  119. {
  120. if (renderable->_getActiveProxy() != nullptr)
  121. {
  122. mDeletedRenderableProxies.push_back(renderable->_getActiveProxy());
  123. }
  124. }
  125. void BansheeRenderer::renderAll()
  126. {
  127. gSceneManager().updateRenderableTransforms();
  128. // Remove proxies from deleted Renderables
  129. for (auto& camera : mDeletedRenderableProxies)
  130. {
  131. if (camera != nullptr)
  132. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeRenderableProxy, this, camera));
  133. }
  134. // Add or update Renderable proxies
  135. const Vector<SceneRenderableData>& allRenderables = gSceneManager().getAllRenderables();
  136. Vector<HSceneObject> dirtySceneObjects;
  137. Vector<RenderableHandlerPtr> dirtyRenderables;
  138. FrameAlloc* frameAlloc = gCoreThread().getFrameAlloc();
  139. for (auto& renderableData : allRenderables)
  140. {
  141. RenderableHandlerPtr renderable = renderableData.renderable;
  142. HSceneObject renderableSO = renderableData.sceneObject;
  143. bool addedNewProxy = false;
  144. RenderableProxyPtr proxy = renderable->_getActiveProxy();
  145. if (renderableSO->getActive())
  146. {
  147. if (renderable->_isCoreDirty())
  148. {
  149. if (proxy != nullptr)
  150. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeRenderableProxy, this, proxy));
  151. proxy = renderable->_createProxy(renderableSO->getWorldTfrm());
  152. renderable->_setActiveProxy(proxy);
  153. if (proxy != nullptr)
  154. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::addRenderableProxy, this, proxy));
  155. dirtyRenderables.push_back(renderable);
  156. dirtySceneObjects.push_back(renderableSO);
  157. addedNewProxy = true;
  158. }
  159. else if (renderableSO->_isCoreDirty())
  160. {
  161. if (proxy != nullptr)
  162. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::updateRenderableProxy, this, proxy, renderableSO->getWorldTfrm()));
  163. dirtySceneObjects.push_back(renderableSO);
  164. }
  165. }
  166. else // If inactive we remove the proxy until re-activated
  167. {
  168. if (proxy != nullptr)
  169. {
  170. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeRenderableProxy, this, proxy));
  171. renderable->_setActiveProxy(nullptr);
  172. renderable->_markCoreDirty();
  173. }
  174. }
  175. }
  176. // Mark all renderables as clean (needs to be done after all proxies are updated as
  177. // this will also clean materials & meshes which may be shared, so we don't want to clean them
  178. // too early.
  179. for (auto& renderable : dirtyRenderables)
  180. {
  181. renderable->_markCoreClean();
  182. }
  183. // Mark scene objects clean
  184. for (auto& dirtySO : dirtySceneObjects)
  185. {
  186. dirtySO->_markCoreClean();
  187. }
  188. // Populate direct draw lists
  189. const Vector<SceneCameraData>& allCameras = gSceneManager().getAllCameras();
  190. for (auto& cameraData : allCameras)
  191. {
  192. CameraHandlerPtr camera = cameraData.camera;
  193. HSceneObject cameraSO = cameraData.sceneObject;
  194. DrawListPtr drawList = bs_shared_ptr<DrawList>();
  195. // Get GUI render operations
  196. GUIManager::instance().render(camera->getViewport(), *drawList);
  197. // Get overlay render operations
  198. OverlayManager::instance().render(camera->getViewport(), *drawList);
  199. // Get any operations from hooked up callbacks
  200. const Viewport* viewportRawPtr = camera->getViewport().get();
  201. onRenderViewport(viewportRawPtr, *drawList);
  202. RenderQueuePtr renderQueue = bs_shared_ptr<RenderQueue>();
  203. const Vector<DrawOperation>& drawOps = drawList->getDrawOperations();
  204. // Note: It is important that draw ops update happens after renderables are updated, so that
  205. // renderable proxies properly update in case they both share the same material/mesh
  206. for (auto& drawOp : drawOps)
  207. {
  208. // Note: It is assumed render operations queued in the draw list is going
  209. // to change every frame so we create new proxies using frame allocator
  210. // every frame. It /might/ be more efficient not to use frame allocator
  211. // and only update when they actually change. That might also cause
  212. // issue if material/mesh is used both in draw list and a Renderable
  213. if (drawOp.material->_isCoreDirty(MaterialDirtyFlag::Proxy))
  214. {
  215. drawOp.material->_setActiveProxy(drawOp.material->_createProxy());
  216. drawOp.material->_markCoreClean(MaterialDirtyFlag::Proxy);
  217. drawOp.material->_markCoreClean(MaterialDirtyFlag::Material);
  218. }
  219. MaterialProxyPtr materialProxy = drawOp.material->_getActiveProxy();
  220. SPtr<MeshCoreBase> meshCore = drawOp.mesh->getCore();
  221. SubMesh subMesh = meshCore->getProperties().getSubMesh(drawOp.submeshIdx);
  222. float distanceToCamera = (cameraSO->getPosition() - drawOp.worldPosition).length();
  223. renderQueue->add(materialProxy, meshCore, subMesh, distanceToCamera);
  224. }
  225. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::addToRenderQueue, this, camera->getCore(), renderQueue));
  226. }
  227. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::renderAllCore, this, gTime().getTime()));
  228. }
  229. void BansheeRenderer::addToRenderQueue(const SPtr<CameraHandlerCore>& camera, RenderQueuePtr renderQueue)
  230. {
  231. RenderQueuePtr cameraRenderQueue = mCameraData[camera.get()].renderQueue;
  232. cameraRenderQueue->add(*renderQueue);
  233. }
  234. void BansheeRenderer::renderAllCore(float time)
  235. {
  236. THROW_IF_NOT_CORE_THREAD;
  237. // Update global hardware buffers
  238. mLitTexHandler->updateGlobalBuffers(time);
  239. // Sort cameras by render target
  240. for (auto& cameraData : mCameraData)
  241. {
  242. const CameraHandlerCore* camera = cameraData.first;
  243. SPtr<RenderTargetCore> renderTarget = camera->getViewport()->getTarget();
  244. auto findIter = std::find_if(mRenderTargets.begin(), mRenderTargets.end(), [&](const RenderTargetData& x) { return x.target == renderTarget; });
  245. if (findIter != mRenderTargets.end())
  246. {
  247. findIter->cameras.push_back(camera);
  248. }
  249. else
  250. {
  251. mRenderTargets.push_back(RenderTargetData());
  252. RenderTargetData& renderTargetData = mRenderTargets.back();
  253. renderTargetData.target = renderTarget;
  254. renderTargetData.cameras.push_back(camera);
  255. }
  256. }
  257. // Sort everything based on priority
  258. auto cameraComparer = [&](const CameraHandlerCore* a, const CameraHandlerCore* b) { return a->getPriority() > b->getPriority(); };
  259. auto renderTargetInfoComparer = [&](const RenderTargetData& a, const RenderTargetData& b)
  260. { return a.target->getProperties().getPriority() > b.target->getProperties().getPriority(); };
  261. std::sort(begin(mRenderTargets), end(mRenderTargets), renderTargetInfoComparer);
  262. for (auto& camerasPerTarget : mRenderTargets)
  263. {
  264. Vector<const CameraHandlerCore*>& cameras = camerasPerTarget.cameras;
  265. std::sort(begin(cameras), end(cameras), cameraComparer);
  266. }
  267. // Render everything, target by target
  268. for (auto& renderTargetData : mRenderTargets)
  269. {
  270. SPtr<RenderTargetCore> target = renderTargetData.target;
  271. Vector<const CameraHandlerCore*>& cameras = renderTargetData.cameras;
  272. RenderSystem::instance().beginFrame();
  273. for(auto& camera : cameras)
  274. {
  275. SPtr<ViewportCore> viewport = camera->getViewport();
  276. RenderSystem::instance().setRenderTarget(target);
  277. RenderSystem::instance().setViewport(viewport->getNormArea());
  278. UINT32 clearBuffers = 0;
  279. if(viewport->getRequiresColorClear())
  280. clearBuffers |= FBT_COLOR;
  281. if(viewport->getRequiresDepthClear())
  282. clearBuffers |= FBT_DEPTH;
  283. if(viewport->getRequiresStencilClear())
  284. clearBuffers |= FBT_STENCIL;
  285. if(clearBuffers != 0)
  286. RenderSystem::instance().clearViewport(clearBuffers, viewport->getClearColor(), viewport->getClearDepthValue(), viewport->getClearStencilValue());
  287. render(*camera, mCameraData[camera].renderQueue);
  288. }
  289. RenderSystem::instance().endFrame();
  290. RenderSystem::instance().swapBuffers(target);
  291. }
  292. mRenderTargets.clear();
  293. }
  294. void BansheeRenderer::render(const CameraHandlerCore& camera, const RenderQueuePtr& renderQueue)
  295. {
  296. THROW_IF_NOT_CORE_THREAD;
  297. RenderSystem& rs = RenderSystem::instance();
  298. Matrix4 projMatrixCstm = camera.getProjectionMatrixRS();
  299. Matrix4 viewMatrixCstm = camera.getViewMatrix();
  300. Matrix4 viewProjMatrix = projMatrixCstm * viewMatrixCstm;
  301. onCorePreRenderViewport(camera);
  302. if (!camera.getIgnoreSceneRenderables())
  303. {
  304. ConvexVolume worldFrustum = camera.getWorldFrustum();
  305. // Update per-object param buffers and queue render elements
  306. for (auto& renderElem : mRenderableElements)
  307. {
  308. if (renderElem->handler != nullptr)
  309. renderElem->handler->bindPerObjectBuffers(renderElem);
  310. if (renderElem->renderableType == RenType_LitTextured)
  311. {
  312. Matrix4 worldViewProjMatrix = viewProjMatrix * mWorldTransforms[renderElem->id];;
  313. mLitTexHandler->updatePerObjectBuffers(renderElem, worldViewProjMatrix);
  314. }
  315. for (auto& param : renderElem->material->params)
  316. {
  317. param->updateHardwareBuffers();
  318. }
  319. // Do frustum culling
  320. // TODO - This is bound to be a bottleneck at some point. When it is ensure that intersect
  321. // methods use vector operations, as it is trivial to update them.
  322. const Sphere& boundingSphere = mWorldBounds[renderElem->id].getSphere();
  323. if (worldFrustum.intersects(boundingSphere))
  324. {
  325. // More precise with the box
  326. const AABox& boundingBox = mWorldBounds[renderElem->id].getBox();
  327. if (worldFrustum.intersects(boundingBox))
  328. {
  329. float distanceToCamera = (camera.getPosition() - boundingBox.getCenter()).length();
  330. renderQueue->add(renderElem, distanceToCamera);
  331. }
  332. }
  333. }
  334. }
  335. renderQueue->sort();
  336. const Vector<RenderQueueElement>& sortedRenderElements = renderQueue->getSortedElements();
  337. for(auto iter = sortedRenderElements.begin(); iter != sortedRenderElements.end(); ++iter)
  338. {
  339. MaterialProxyPtr materialProxy = iter->material;
  340. setPass(*materialProxy, iter->passIdx);
  341. draw(iter->mesh, iter->subMesh);
  342. }
  343. renderQueue->clear();
  344. onCorePostRenderViewport(camera);
  345. }
  346. }