BsCoreRenderer.cpp 3.8 KB

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  1. #include "BsCoreRenderer.h"
  2. #include "BsCoreThread.h"
  3. #include "BsRenderAPI.h"
  4. #include "BsMesh.h"
  5. #include "BsMaterial.h"
  6. #include "BsPass.h"
  7. #include "BsBlendState.h"
  8. #include "BsDepthStencilState.h"
  9. #include "BsRasterizerState.h"
  10. namespace BansheeEngine
  11. {
  12. void CoreRenderer::setPass(const SPtr<MaterialCore>& material, UINT32 passIdx)
  13. {
  14. THROW_IF_NOT_CORE_THREAD;
  15. RenderAPICore& rs = RenderAPICore::instance();
  16. SPtr<PassCore> pass = material->getPass(passIdx);
  17. SPtr<PassParametersCore> passParams = material->getPassParameters(passIdx);
  18. if (pass->hasVertexProgram())
  19. {
  20. rs.bindGpuProgram(pass->getVertexProgram());
  21. rs.bindGpuParams(GPT_VERTEX_PROGRAM, passParams->mVertParams);
  22. }
  23. else
  24. rs.unbindGpuProgram(GPT_VERTEX_PROGRAM);
  25. if (pass->hasFragmentProgram())
  26. {
  27. rs.bindGpuProgram(pass->getFragmentProgram());
  28. rs.bindGpuParams(GPT_FRAGMENT_PROGRAM, passParams->mFragParams);
  29. }
  30. else
  31. rs.unbindGpuProgram(GPT_FRAGMENT_PROGRAM);
  32. if (pass->hasGeometryProgram())
  33. {
  34. rs.bindGpuProgram(pass->getGeometryProgram());
  35. rs.bindGpuParams(GPT_GEOMETRY_PROGRAM, passParams->mGeomParams);
  36. }
  37. else
  38. rs.unbindGpuProgram(GPT_GEOMETRY_PROGRAM);
  39. if (pass->hasHullProgram())
  40. {
  41. rs.bindGpuProgram(pass->getHullProgram());
  42. rs.bindGpuParams(GPT_HULL_PROGRAM, passParams->mHullParams);
  43. }
  44. else
  45. rs.unbindGpuProgram(GPT_HULL_PROGRAM);
  46. if (pass->hasDomainProgram())
  47. {
  48. rs.bindGpuProgram(pass->getDomainProgram());
  49. rs.bindGpuParams(GPT_DOMAIN_PROGRAM, passParams->mDomainParams);
  50. }
  51. else
  52. rs.unbindGpuProgram(GPT_DOMAIN_PROGRAM);
  53. if (pass->hasComputeProgram())
  54. {
  55. rs.bindGpuProgram(pass->getComputeProgram());
  56. rs.bindGpuParams(GPT_COMPUTE_PROGRAM, passParams->mComputeParams);
  57. }
  58. else
  59. rs.unbindGpuProgram(GPT_COMPUTE_PROGRAM);
  60. // TODO - Try to limit amount of state changes, if previous state is already the same
  61. // Set up non-texture related pass settings
  62. if (pass->getBlendState() != nullptr)
  63. rs.setBlendState(pass->getBlendState());
  64. else
  65. rs.setBlendState(BlendStateCore::getDefault());
  66. if (pass->getDepthStencilState() != nullptr)
  67. rs.setDepthStencilState(pass->getDepthStencilState(), pass->getStencilRefValue());
  68. else
  69. rs.setDepthStencilState(DepthStencilStateCore::getDefault(), pass->getStencilRefValue());
  70. if (pass->getRasterizerState() != nullptr)
  71. rs.setRasterizerState(pass->getRasterizerState());
  72. else
  73. rs.setRasterizerState(RasterizerStateCore::getDefault());
  74. }
  75. void CoreRenderer::draw(const SPtr<MeshCoreBase>& mesh, const SubMesh& subMesh)
  76. {
  77. THROW_IF_NOT_CORE_THREAD;
  78. RenderAPICore& rs = RenderAPICore::instance();
  79. const MeshProperties& meshProps = mesh->getProperties();
  80. std::shared_ptr<VertexData> vertexData = mesh->getVertexData();
  81. rs.setVertexDeclaration(vertexData->vertexDeclaration);
  82. auto vertexBuffers = vertexData->getBuffers();
  83. if (vertexBuffers.size() > 0)
  84. {
  85. SPtr<VertexBufferCore> buffers[MAX_BOUND_VERTEX_BUFFERS];
  86. UINT32 endSlot = 0;
  87. UINT32 startSlot = MAX_BOUND_VERTEX_BUFFERS;
  88. for (auto iter = vertexBuffers.begin(); iter != vertexBuffers.end(); ++iter)
  89. {
  90. if (iter->first >= MAX_BOUND_VERTEX_BUFFERS)
  91. BS_EXCEPT(InvalidParametersException, "Buffer index out of range");
  92. startSlot = std::min(iter->first, startSlot);
  93. endSlot = std::max(iter->first, endSlot);
  94. }
  95. for (auto iter = vertexBuffers.begin(); iter != vertexBuffers.end(); ++iter)
  96. {
  97. buffers[iter->first - startSlot] = iter->second;
  98. }
  99. rs.setVertexBuffers(startSlot, buffers, endSlot - startSlot + 1);
  100. }
  101. rs.setDrawOperation(subMesh.drawOp);
  102. SPtr<IndexBufferCore> indexBuffer = mesh->getIndexBuffer();
  103. UINT32 indexCount = subMesh.indexCount;
  104. rs.setIndexBuffer(indexBuffer);
  105. rs.drawIndexed(subMesh.indexOffset + mesh->getIndexOffset(), indexCount, mesh->getVertexOffset(), vertexData->vertexCount);
  106. mesh->_notifyUsedOnGPU();
  107. }
  108. }