CmForwardRenderer.cpp 6.6 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. #include "CmRenderTarget.h"
  15. namespace CamelotEngine
  16. {
  17. ForwardRenderer::ForwardRenderer()
  18. {
  19. }
  20. ForwardRenderer::~ForwardRenderer()
  21. { }
  22. const String& ForwardRenderer::getName() const
  23. {
  24. static String name = "ForwardRenderer";
  25. return name;
  26. }
  27. void ForwardRenderer::renderAll()
  28. {
  29. DeferredRenderContextPtr renderContext = gApplication().getPrimaryRenderContext();
  30. const vector<CameraPtr>::type& allCameras = gSceneManager().getAllCameras();
  31. for(auto iter = allCameras.begin(); iter != allCameras.end(); ++iter)
  32. {
  33. render(*iter);
  34. ViewportPtr vp = (*iter)->getViewport();
  35. if(vp != nullptr)
  36. {
  37. RenderTargetPtr rt = vp->getTarget();
  38. if(rt != nullptr)
  39. rt->swapBuffers(); // TODO - This is wrong as potentially multiple viewports can share a single render target, and swap shouldn't
  40. // be done for every one of them
  41. }
  42. }
  43. }
  44. void ForwardRenderer::render(const CameraPtr camera)
  45. {
  46. vector<RenderablePtr>::type allRenderables = gSceneManager().getVisibleRenderables(camera);
  47. DeferredRenderContextPtr renderContext = gApplication().getPrimaryRenderContext();
  48. renderContext->setViewport(camera->getViewport());
  49. Matrix4 projMatrixCstm = camera->getProjectionMatrix();
  50. Matrix4 viewMatrixCstm = camera->getViewMatrix();
  51. Matrix4 viewProjMatrix = projMatrixCstm * viewMatrixCstm;
  52. renderContext->clear(camera->getViewport()->getTarget(), FBT_COLOUR | FBT_DEPTH, Color::Blue);
  53. renderContext->beginFrame();
  54. // TODO - sort renderables by material/pass/parameters to minimize state changes
  55. for(auto iter = allRenderables.begin(); iter != allRenderables.end(); ++iter)
  56. {
  57. MaterialHandle material = (*iter)->getMaterial();
  58. if(material == nullptr || !material.isLoaded())
  59. continue;
  60. MeshHandle mesh = (*iter)->getMesh();
  61. if(mesh == nullptr || !mesh.isLoaded())
  62. continue;
  63. // TODO - Renderer should ensure shader is compatible with it, and it contains all the needed parameters
  64. // (probably at an earlier stage). e.g. I want the user to be warned if the shader doesn't contain matViewProjection param
  65. // (or should we just ignore such missing parameters?)
  66. material->setMat4("matViewProjection", viewProjMatrix);
  67. for(UINT32 i = 0; i < material->getNumPasses(); i++)
  68. {
  69. setPass(material->getPass(i));
  70. PassParametersPtr paramsPtr = material->getPassParameters(i);
  71. setPassParameters(paramsPtr);
  72. renderContext->render(mesh->getRenderOperation());
  73. }
  74. }
  75. renderContext->endFrame();
  76. // TODO - Sort renderables
  77. // Render them
  78. }
  79. void ForwardRenderer::setPass(PassPtr pass)
  80. {
  81. // TODO - When applying passes, don't re-apply states that are already the same as from previous pass.
  82. // Also check if it's maybe the exactly the same pass as the previous one.
  83. mActivePass = pass;
  84. DeferredRenderContextPtr renderContext = gApplication().getPrimaryRenderContext();
  85. GpuProgramHandle vertProgram = pass->getVertexProgram();
  86. if(vertProgram)
  87. {
  88. renderContext->bindGpuProgram(vertProgram);
  89. }
  90. else
  91. {
  92. //if(renderSystem->isGpuProgramBound(GPT_VERTEX_PROGRAM))
  93. renderContext->unbindGpuProgram(GPT_VERTEX_PROGRAM);
  94. }
  95. GpuProgramHandle fragProgram = pass->getFragmentProgram();
  96. if(fragProgram)
  97. {
  98. renderContext->bindGpuProgram(fragProgram);
  99. }
  100. else
  101. {
  102. //if(renderSystem->isGpuProgramBound(GPT_FRAGMENT_PROGRAM))
  103. renderContext->unbindGpuProgram(GPT_FRAGMENT_PROGRAM);
  104. }
  105. GpuProgramHandle geomProgram = pass->getGeometryProgram();
  106. if(geomProgram)
  107. {
  108. renderContext->bindGpuProgram(geomProgram);
  109. }
  110. else
  111. {
  112. //if(renderSystem->isGpuProgramBound(GPT_GEOMETRY_PROGRAM))
  113. renderContext->unbindGpuProgram(GPT_GEOMETRY_PROGRAM);
  114. }
  115. // The rest of the settings are the same no matter whether we use programs or not
  116. BlendStateHandle blendState = pass->getBlendState();
  117. if(blendState != nullptr)
  118. renderContext->setBlendState(blendState.getInternalPtr());
  119. else
  120. renderContext->setBlendState(BlendState::getDefault());
  121. // TODO - Try to limit amount of state changes, if previous state is already the same (especially with textures)
  122. // TODO: Disable remaining texture units
  123. //renderSystem->_disableTextureUnitsFrom(pass->getNumTextures());
  124. // Set up non-texture related material settings
  125. // Stencil & depth buffer settings
  126. DepthStencilStateHandle depthStancilState = pass->getDepthStencilState();
  127. if(depthStancilState != nullptr)
  128. renderContext->setDepthStencilState(depthStancilState.getInternalPtr(), pass->getStencilRefValue());
  129. else
  130. renderContext->setDepthStencilState(DepthStencilState::getDefault(), pass->getStencilRefValue());
  131. RasterizerStateHandle rasterizerState = pass->getRasterizerState();
  132. if(rasterizerState != nullptr)
  133. renderContext->setRasterizerState(rasterizerState.getInternalPtr());
  134. else
  135. renderContext->setRasterizerState(RasterizerState::getDefault());
  136. }
  137. void ForwardRenderer::setPassParameters(PassParametersPtr params)
  138. {
  139. // TODO - When applying passes, don't re-apply states that are already the same as from previous pass.
  140. DeferredRenderContextPtr renderContext = gApplication().getPrimaryRenderContext();
  141. if(mActivePass == nullptr)
  142. CM_EXCEPT(InternalErrorException, "Trying to set pass parameters, but no pass is set.");
  143. GpuProgramHandle vertProgram = mActivePass->getVertexProgram();
  144. if(vertProgram)
  145. renderContext->bindGpuParams(GPT_VERTEX_PROGRAM, params->mVertParams);
  146. GpuProgramHandle fragProgram = mActivePass->getFragmentProgram();
  147. if(fragProgram)
  148. renderContext->bindGpuParams(GPT_FRAGMENT_PROGRAM, params->mFragParams);
  149. GpuProgramHandle geomProgram = mActivePass->getGeometryProgram();
  150. if(geomProgram)
  151. renderContext->bindGpuParams(GPT_GEOMETRY_PROGRAM, params->mGeomParams);
  152. GpuProgramHandle hullProgram = mActivePass->getHullProgram();
  153. if(hullProgram)
  154. renderContext->bindGpuParams(GPT_HULL_PROGRAM, params->mHullParams);
  155. GpuProgramHandle domainProgram = mActivePass->getDomainProgram();
  156. if(domainProgram)
  157. renderContext->bindGpuParams(GPT_DOMAIN_PROGRAM, params->mDomainParams);
  158. GpuProgramHandle computeProgram = mActivePass->getComputeProgram();
  159. if(computeProgram)
  160. renderContext->bindGpuParams(GPT_COMPUTE_PROGRAM, params->mComputeParams);
  161. }
  162. }