CmForwardRenderer.cpp 7.0 KB

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  1. #include "CmForwardRenderer.h"
  2. #include "CmCamera.h"
  3. #include "CmSceneManager.h"
  4. #include "CmRenderSystemManager.h"
  5. #include "CmRenderSystem.h"
  6. #include "CmRenderable.h"
  7. #include "CmMaterial.h"
  8. #include "CmMesh.h"
  9. #include "CmPass.h"
  10. namespace CamelotEngine
  11. {
  12. ForwardRenderer::ForwardRenderer()
  13. {
  14. }
  15. ForwardRenderer::~ForwardRenderer()
  16. { }
  17. const String& ForwardRenderer::getName() const
  18. {
  19. static String name = "ForwardRenderer";
  20. return name;
  21. }
  22. void ForwardRenderer::renderAll()
  23. {
  24. RenderSystem* renderSystem = RenderSystemManager::getActive();
  25. // TODO - No point in setting these each frame?
  26. renderSystem->setInvertVertexWinding(false);
  27. renderSystem->setDepthBufferParams();
  28. const vector<CameraPtr>::type& allCameras = gSceneManager().getAllCameras();
  29. for(auto iter = allCameras.begin(); iter != allCameras.end(); ++iter)
  30. {
  31. render(*iter);
  32. }
  33. renderSystem->swapAllRenderTargetBuffers(false);
  34. }
  35. void ForwardRenderer::render(const CameraPtr camera)
  36. {
  37. vector<RenderablePtr>::type allRenderables = gSceneManager().getVisibleRenderables(camera);
  38. RenderSystem* renderSystem = RenderSystemManager::getActive();
  39. renderSystem->setViewport(camera->getViewport());
  40. Matrix4 projMatrixCstm = camera->getProjectionMatrix();
  41. Matrix4 viewMatrixCstm = camera->getViewMatrix();
  42. Matrix4 viewProjMatrix = projMatrixCstm * viewMatrixCstm;
  43. renderSystem->clearFrameBuffer(FBT_COLOUR | FBT_DEPTH, Color::Blue);
  44. renderSystem->beginFrame();
  45. // TODO - sort renderables by material/pass/parameters to minimize state changes
  46. for(auto iter = allRenderables.begin(); iter != allRenderables.end(); ++iter)
  47. {
  48. MaterialRef material = (*iter)->getMaterial();
  49. if(material == nullptr || !material.isResolved())
  50. continue;
  51. MeshRef mesh = (*iter)->getMesh();
  52. if(mesh == nullptr || !mesh.isResolved())
  53. continue;
  54. // TODO - Renderer should ensure shader is compatible with it, and it contains all the needed parameters
  55. // (probably at an earlier stage). e.g. I want the user to be warned if the shader doesn't contain matViewProjection param
  56. // (or should we just ignore such missing parameters?)
  57. material->setMat4("matViewProjection", viewProjMatrix);
  58. for(int i = 0; i < material->getNumPasses(); i++)
  59. {
  60. setPass(material->getPass(i));
  61. setPassParameters(material->getPassParameters(i));
  62. renderSystem->render(mesh->getRenderOperation());
  63. }
  64. }
  65. renderSystem->endFrame();
  66. // TODO - Sort renderables
  67. // Render them
  68. }
  69. void ForwardRenderer::setPass(PassPtr pass)
  70. {
  71. // TODO - When applying passes, don't re-apply states that are already the same as from previous pass.
  72. // Also check if it's maybe the exactly the same pass as the previous one.
  73. mActivePass = pass;
  74. RenderSystem* renderSystem = RenderSystemManager::getActive();
  75. GpuProgramRef vertProgram = pass->getVertexProgram();
  76. if(vertProgram)
  77. {
  78. renderSystem->bindGpuProgram(vertProgram->_getBindingDelegate());
  79. }
  80. else
  81. {
  82. if(renderSystem->isGpuProgramBound(GPT_VERTEX_PROGRAM))
  83. renderSystem->unbindGpuProgram(GPT_VERTEX_PROGRAM);
  84. }
  85. GpuProgramRef fragProgram = pass->getFragmentProgram();
  86. if(fragProgram)
  87. {
  88. renderSystem->bindGpuProgram(fragProgram->_getBindingDelegate());
  89. }
  90. else
  91. {
  92. if(renderSystem->isGpuProgramBound(GPT_FRAGMENT_PROGRAM))
  93. renderSystem->unbindGpuProgram(GPT_FRAGMENT_PROGRAM);
  94. }
  95. GpuProgramRef geomProgram = pass->getGeometryProgram();
  96. if(geomProgram)
  97. {
  98. renderSystem->bindGpuProgram(geomProgram->_getBindingDelegate());
  99. }
  100. else
  101. {
  102. if(renderSystem->isGpuProgramBound(GPT_GEOMETRY_PROGRAM))
  103. renderSystem->unbindGpuProgram(GPT_GEOMETRY_PROGRAM);
  104. }
  105. // The rest of the settings are the same no matter whether we use programs or not
  106. // Set scene blending
  107. if ( pass->hasSeparateSceneBlending( ) )
  108. {
  109. renderSystem->setSeparateSceneBlending(
  110. pass->getSourceBlendFactor(), pass->getDestBlendFactor(),
  111. pass->getSourceBlendFactorAlpha(), pass->getDestBlendFactorAlpha(),
  112. pass->getSceneBlendingOperation(),
  113. pass->hasSeparateSceneBlendingOperations() ? pass->getSceneBlendingOperation() : pass->getSceneBlendingOperationAlpha() );
  114. }
  115. else
  116. {
  117. if(pass->hasSeparateSceneBlendingOperations( ) )
  118. {
  119. renderSystem->setSeparateSceneBlending(
  120. pass->getSourceBlendFactor(), pass->getDestBlendFactor(),
  121. pass->getSourceBlendFactor(), pass->getDestBlendFactor(),
  122. pass->getSceneBlendingOperation(), pass->getSceneBlendingOperationAlpha() );
  123. }
  124. else
  125. {
  126. renderSystem->setSceneBlending(
  127. pass->getSourceBlendFactor(), pass->getDestBlendFactor(), pass->getSceneBlendingOperation() );
  128. }
  129. }
  130. // Set point parameters
  131. renderSystem->setPointParameters(
  132. pass->getPointSize(),
  133. false,
  134. false,
  135. false,
  136. false,
  137. pass->getPointMinSize(),
  138. pass->getPointMaxSize());
  139. // TODO - Try to limit amount of state changes, if previous state is already the same (especially with textures)
  140. // TODO: Disable remaining texture units
  141. //renderSystem->_disableTextureUnitsFrom(pass->getNumTextures());
  142. // Set up non-texture related material settings
  143. // Depth buffer settings
  144. renderSystem->setDepthBufferFunction(pass->getDepthFunction());
  145. renderSystem->setDepthBufferCheckEnabled(pass->getDepthCheckEnabled());
  146. renderSystem->setDepthBufferWriteEnabled(pass->getDepthWriteEnabled());
  147. renderSystem->setDepthBias(pass->getDepthBiasConstant(), pass->getDepthBiasSlopeScale());
  148. // Alpha-reject settings
  149. renderSystem->setAlphaRejectSettings(
  150. pass->getAlphaRejectFunction(), pass->getAlphaRejectValue(), pass->isAlphaToCoverageEnabled());
  151. // Set colour write mode
  152. // Right now we only use on/off, not per-channel
  153. bool colWrite = pass->getColourWriteEnabled();
  154. renderSystem->setColorBufferWriteEnabled(colWrite, colWrite, colWrite, colWrite);
  155. // Culling mode
  156. renderSystem->setCullingMode(pass->getCullingMode());
  157. // Polygon mode
  158. renderSystem->setPolygonMode(pass->getPolygonMode());
  159. }
  160. void ForwardRenderer::setPassParameters(PassParametersPtr params)
  161. {
  162. // TODO - When applying passes, don't re-apply states that are already the same as from previous pass.
  163. RenderSystem* renderSystem = RenderSystemManager::getActive();
  164. if(mActivePass == nullptr)
  165. CM_EXCEPT(InternalErrorException, "Trying to set pass parameters, but no pass is set.");
  166. GpuProgramRef vertProgram = mActivePass->getVertexProgram();
  167. if(vertProgram)
  168. renderSystem->bindGpuProgramParameters(GPT_VERTEX_PROGRAM, params->mVertParams, GPV_ALL);
  169. GpuProgramRef fragProgram = mActivePass->getFragmentProgram();
  170. if(fragProgram)
  171. renderSystem->bindGpuProgramParameters(GPT_FRAGMENT_PROGRAM, params->mFragParams, GPV_ALL);
  172. GpuProgramRef geomProgram = mActivePass->getGeometryProgram();
  173. if(geomProgram)
  174. renderSystem->bindGpuProgramParameters(GPT_GEOMETRY_PROGRAM, params->mGeomParams, GPV_ALL);
  175. }
  176. }