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- #include "BsBansheeRenderer.h"
- #include "BsCamera.h"
- #include "BsSceneObject.h"
- #include "BsSceneManager.h"
- #include "BsRenderable.h"
- #include "BsMaterial.h"
- #include "BsMesh.h"
- #include "BsPass.h"
- #include "BsBlendState.h"
- #include "BsRasterizerState.h"
- #include "BsDepthStencilState.h"
- #include "BsCoreApplication.h"
- #include "BsViewport.h"
- #include "BsRenderTarget.h"
- #include "BsRenderQueue.h"
- #include "BsOverlayManager.h"
- #include "BsGUIManager.h"
- #include "BsCoreThread.h"
- #include "BsGpuParams.h"
- #include "BsProfilerCPU.h"
- #include "BsShader.h"
- #include "BsTechnique.h"
- #include "BsDrawList.h"
- #include "BsHardwareBufferManager.h"
- #include "BsGpuParamBlockBuffer.h"
- #include "BsShader.h"
- #include "BsBansheeLitTexRenderableController.h"
- #include "BsTime.h"
- #include "BsRenderableElement.h"
- #include "BsFrameAlloc.h"
- #include "BsCoreObjectManager.h"
- using namespace std::placeholders;
- namespace BansheeEngine
- {
- const String& BansheeRenderer::getName() const
- {
- static String name = "BansheeRenderer";
- return name;
- }
- void BansheeRenderer::_onActivated()
- {
- CoreRenderer::_onActivated();
- gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::initializeCore, this));
- }
- void BansheeRenderer::_onDeactivated()
- {
- CoreRenderer::_onDeactivated();
- gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::destroyCore, this));
- gCoreAccessor().submitToCoreThread(true);
- }
- void BansheeRenderer::initializeCore()
- {
- mLitTexHandler = bs_new<LitTexRenderableController>();
- SPtr<ShaderCore> shader = createDefaultShader();
- mDummyMaterial = MaterialCore::create(shader);
- }
- void BansheeRenderer::destroyCore()
- {
- if (mLitTexHandler != nullptr)
- bs_delete(mLitTexHandler);
- mRenderTargets.clear();
- mCameraData.clear();
- mRenderables.clear();
- mDummyMaterial = nullptr;
- }
- void BansheeRenderer::_notifyRenderableAdded(RenderableHandlerCore* renderable)
- {
- UINT32 renderableId = (UINT32)mRenderables.size();
- renderable->setRendererId(renderableId);
- mRenderables.push_back(RenderableData());
- mWorldTransforms.push_back(renderable->getTransform());
- mWorldBounds.push_back(renderable->getBounds());
- RenderableData& renderableData = mRenderables.back();
- renderableData.renderable = renderable;
- if (renderable->getRenderableType() == RenType_LitTextured)
- renderableData.controller = mLitTexHandler;
- else
- renderableData.controller = nullptr;
- SPtr<MeshCore> mesh = renderable->getMesh();
- if (mesh != nullptr)
- {
- const MeshProperties& meshProps = mesh->getProperties();
- for (UINT32 i = 0; i < meshProps.getNumSubMeshes(); i++)
- {
- renderableData.elements.push_back(RenderableElement());
- RenderableElement& renElement = renderableData.elements.back();
- renElement.mesh = mesh;
- renElement.subMesh = meshProps.getSubMesh(i);
- renElement.material = renderable->getMaterial(i);
- if (renElement.material == nullptr)
- renElement.material = renderable->getMaterial(0);
- if (renElement.material == nullptr)
- renElement.material = mDummyMaterial;
- if (renderableData.controller != nullptr)
- renderableData.controller->initializeRenderElem(renElement);
- }
- }
- }
- void BansheeRenderer::_notifyRenderableRemoved(RenderableHandlerCore* renderable)
- {
- UINT32 renderableId = renderable->getRendererId();
- RenderableHandlerCore* lastRenerable = mRenderables.back().renderable;
- UINT32 lastRenderableId = lastRenerable->getRendererId();
- if (renderableId != lastRenderableId)
- {
- // Swap current last element with the one we want to erase
- std::swap(mRenderables[renderableId], mRenderables[lastRenderableId]);
- std::swap(mWorldBounds[renderableId], mWorldBounds[lastRenderableId]);
- std::swap(mWorldTransforms[renderableId], mWorldTransforms[lastRenderableId]);
- lastRenerable->setRendererId(renderableId);
- }
- // Last element is the one we want to erase
- mRenderables.erase(mRenderables.end() - 1);
- mWorldBounds.erase(mWorldBounds.end() - 1);
- mWorldTransforms.erase(mWorldTransforms.end() - 1);
- }
- void BansheeRenderer::_notifyRenderableUpdated(RenderableHandlerCore* renderable)
- {
- UINT32 renderableId = renderable->getRendererId();
- mWorldTransforms[renderableId] = renderable->getTransform();
- mWorldBounds[renderableId] = renderable->getBounds();
- }
- void BansheeRenderer::_notifyCameraAdded(const CameraHandlerCore* camera)
- {
- CameraData& camData = mCameraData[camera];
- camData.renderQueue = bs_shared_ptr<RenderQueue>();
- }
- void BansheeRenderer::_notifyCameraRemoved(const CameraHandlerCore* camera)
- {
- mCameraData.erase(camera);
- }
- void BansheeRenderer::renderAll()
- {
- // Populate direct draw lists
- const Map<CameraHandler*, SceneCameraData>& allCameras = gSceneManager().getAllCameras();
- for (auto& cameraData : allCameras)
- {
- CameraHandlerPtr camera = cameraData.second.camera;
- HSceneObject cameraSO = cameraData.second.sceneObject;
- DrawListPtr drawList = bs_shared_ptr<DrawList>();
- // Get GUI render operations
- GUIManager::instance().render(camera->getViewport(), *drawList);
- // Get overlay render operations
- OverlayManager::instance().render(camera->getViewport(), *drawList);
- // Get any operations from hooked up callbacks
- const Viewport* viewportRawPtr = camera->getViewport().get();
- onRenderViewport(viewportRawPtr, *drawList);
- RenderQueuePtr renderQueue = bs_shared_ptr<RenderQueue>();
- const Vector<DrawOperation>& drawOps = drawList->getDrawOperations();
- for (auto& drawOp : drawOps)
- {
- SPtr<MaterialCore> materialCore = drawOp.material->getCore();
- SPtr<MeshCoreBase> meshCore = drawOp.mesh->getCore();
- SubMesh subMesh = meshCore->getProperties().getSubMesh(drawOp.submeshIdx);
- float distanceToCamera = (cameraSO->getPosition() - drawOp.worldPosition).length();
- renderQueue->add(materialCore, meshCore, subMesh, distanceToCamera);
- }
- gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::addToRenderQueue, this, camera->getCore(), renderQueue));
- }
- // Sync all dirty sim thread CoreObject data to core thread
- CoreObjectManager::instance().syncToCore(gCoreAccessor());
- gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::renderAllCore, this, gTime().getTime()));
- }
- void BansheeRenderer::addToRenderQueue(const SPtr<CameraHandlerCore>& camera, RenderQueuePtr renderQueue)
- {
- RenderQueuePtr cameraRenderQueue = mCameraData[camera.get()].renderQueue;
- cameraRenderQueue->add(*renderQueue);
- }
- void BansheeRenderer::renderAllCore(float time)
- {
- THROW_IF_NOT_CORE_THREAD;
- // Update global hardware buffers
- mLitTexHandler->updateGlobalBuffers(time);
- // Sort cameras by render target
- for (auto& cameraData : mCameraData)
- {
- const CameraHandlerCore* camera = cameraData.first;
- SPtr<RenderTargetCore> renderTarget = camera->getViewport()->getTarget();
- if (renderTarget == nullptr)
- continue;
- auto findIter = std::find_if(mRenderTargets.begin(), mRenderTargets.end(), [&](const RenderTargetData& x) { return x.target == renderTarget; });
- if (findIter != mRenderTargets.end())
- {
- findIter->cameras.push_back(camera);
- }
- else
- {
- mRenderTargets.push_back(RenderTargetData());
- RenderTargetData& renderTargetData = mRenderTargets.back();
- renderTargetData.target = renderTarget;
- renderTargetData.cameras.push_back(camera);
- }
- }
- // Sort everything based on priority
- auto cameraComparer = [&](const CameraHandlerCore* a, const CameraHandlerCore* b) { return a->getPriority() > b->getPriority(); };
- auto renderTargetInfoComparer = [&](const RenderTargetData& a, const RenderTargetData& b)
- { return a.target->getProperties().getPriority() > b.target->getProperties().getPriority(); };
- std::sort(begin(mRenderTargets), end(mRenderTargets), renderTargetInfoComparer);
- for (auto& camerasPerTarget : mRenderTargets)
- {
- Vector<const CameraHandlerCore*>& cameras = camerasPerTarget.cameras;
- std::sort(begin(cameras), end(cameras), cameraComparer);
- }
- // Render everything, target by target
- for (auto& renderTargetData : mRenderTargets)
- {
- SPtr<RenderTargetCore> target = renderTargetData.target;
- Vector<const CameraHandlerCore*>& cameras = renderTargetData.cameras;
- RenderAPICore::instance().beginFrame();
- for(auto& camera : cameras)
- {
- SPtr<ViewportCore> viewport = camera->getViewport();
- RenderAPICore::instance().setRenderTarget(target);
- RenderAPICore::instance().setViewport(viewport->getNormArea());
- UINT32 clearBuffers = 0;
- if(viewport->getRequiresColorClear())
- clearBuffers |= FBT_COLOR;
- if(viewport->getRequiresDepthClear())
- clearBuffers |= FBT_DEPTH;
- if(viewport->getRequiresStencilClear())
- clearBuffers |= FBT_STENCIL;
- if(clearBuffers != 0)
- RenderAPICore::instance().clearViewport(clearBuffers, viewport->getClearColor(), viewport->getClearDepthValue(), viewport->getClearStencilValue());
- render(*camera, mCameraData[camera].renderQueue);
- }
- RenderAPICore::instance().endFrame();
- RenderAPICore::instance().swapBuffers(target);
- }
- mRenderTargets.clear();
- }
- void BansheeRenderer::render(const CameraHandlerCore& camera, const RenderQueuePtr& renderQueue)
- {
- THROW_IF_NOT_CORE_THREAD;
- RenderAPICore& rs = RenderAPICore::instance();
- Matrix4 projMatrixCstm = camera.getProjectionMatrixRS();
- Matrix4 viewMatrixCstm = camera.getViewMatrix();
- Matrix4 viewProjMatrix = projMatrixCstm * viewMatrixCstm;
- onCorePreRenderViewport(camera);
- if (!camera.getIgnoreSceneRenderables())
- {
- ConvexVolume worldFrustum = camera.getWorldFrustum();
- // Update per-object param buffers and queue render elements
- for (auto& renderableData : mRenderables)
- {
- RenderableHandlerCore* renderable = renderableData.renderable;
- RenderableController* controller = renderableData.controller;
- UINT32 renderableType = renderable->getRenderableType();
- UINT32 rendererId = renderable->getRendererId();
- // Update buffers
- for (auto& renderElem : renderableData.elements)
- {
- if (controller != nullptr)
- controller->bindPerObjectBuffers(renderElem);
- if (renderableType == RenType_LitTextured)
- {
- Matrix4 worldViewProjMatrix = viewProjMatrix * mWorldTransforms[rendererId];
- mLitTexHandler->updatePerObjectBuffers(renderElem, worldViewProjMatrix);
- }
- UINT32 numPasses = renderElem.material->getNumPasses();
- for (UINT32 i = 0; i < numPasses; i++)
- {
- SPtr<PassParametersCore> passParams = renderElem.material->getPassParameters(i);
- for (UINT32 j = 0; j < passParams->getNumParams(); j++)
- {
- SPtr<GpuParamsCore> params = passParams->getParamByIdx(j);
- if (params != nullptr)
- params->updateHardwareBuffers();
- }
- }
- }
- // Do frustum culling
- // TODO - This is bound to be a bottleneck at some point. When it is ensure that intersect
- // methods use vector operations, as it is trivial to update them.
- const Sphere& boundingSphere = mWorldBounds[rendererId].getSphere();
- if (worldFrustum.intersects(boundingSphere))
- {
- // More precise with the box
- const AABox& boundingBox = mWorldBounds[rendererId].getBox();
- if (worldFrustum.intersects(boundingBox))
- {
- float distanceToCamera = (camera.getPosition() - boundingBox.getCenter()).length();
- for (auto& renderElem : renderableData.elements)
- renderQueue->add(&renderElem, distanceToCamera);
- }
- }
- }
- }
- renderQueue->sort();
- const Vector<RenderQueueElement>& sortedRenderElements = renderQueue->getSortedElements();
- for(auto iter = sortedRenderElements.begin(); iter != sortedRenderElements.end(); ++iter)
- {
- SPtr<MaterialCore> material = iter->material;
- setPass(material, iter->passIdx);
- draw(iter->mesh, iter->subMesh);
- }
- renderQueue->clear();
- onCorePostRenderViewport(camera);
- }
- SPtr<ShaderCore> BansheeRenderer::createDefaultShader()
- {
- String rsName = RenderAPICore::instance().getName();
- SPtr<GpuProgramCore> vsProgram;
- SPtr<GpuProgramCore> psProgram;
- if (rsName == RenderAPIDX11)
- {
- String vsCode = R"(
- cbuffer PerObject
- {
- float4x4 matWorldViewProj;
- }
- void vs_main(
- in float3 inPos : POSITION,
- out float4 oPosition : SV_Position)
- {
- oPosition = mul(matWorldViewProj, float4(inPos.xyz, 1));
- })";
- String psCode = R"(
- float4 ps_main() : SV_Target
- {
- return float4(0.3f, 0.9f, 0.3f, 1.0f);
- })";
- vsProgram = GpuProgramCore::create(vsCode, "vs_main", "hlsl", GPT_VERTEX_PROGRAM, GPP_VS_4_0);
- psProgram = GpuProgramCore::create(psCode, "ps_main", "hlsl", GPT_FRAGMENT_PROGRAM, GPP_FS_4_0);
- }
- else if (rsName == RenderAPIDX9)
- {
- String vsCode = R"(
- BS_PARAM_BLOCK PerObject { matWorldViewProj }
- float4x4 matWorldViewProj;
- void vs_main(
- in float3 inPos : POSITION,
- out float4 oPosition : POSITION)
- {
- oPosition = mul(matWorldViewProj, float4(inPos.xyz, 1));
- })";
- String psCode = R"(
- float4 ps_main() : COLOR0
- {
- return float4(0.3f, 0.9f, 0.3f, 1.0f);
- })";
- vsProgram = GpuProgramCore::create(vsCode, "vs_main", "hlsl", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
- psProgram = GpuProgramCore::create(psCode, "ps_main", "hlsl", GPT_FRAGMENT_PROGRAM, GPP_FS_2_0);
- }
- else if (rsName == RenderAPIOpenGL)
- {
- String vsCode = R"(#version 400
- uniform PerObject
- {
- mat4 matWorldViewProj;
- };
- in vec3 bs_position;
- void main()
- {
- gl_Position = matWorldViewProj * vec4(bs_position.xyz, 1);
- })";
- String psCode = R"(#version 400
- out vec4 fragColor;
- void main()
- {
- fragColor = vec4(0.3f, 0.9f, 0.3f, 1.0f);
- })";
- vsProgram = GpuProgramCore::create(vsCode, "main", "glsl", GPT_VERTEX_PROGRAM, GPP_VS_4_0);
- psProgram = GpuProgramCore::create(psCode, "main", "glsl", GPT_FRAGMENT_PROGRAM, GPP_FS_4_0);
- }
- PASS_DESC_CORE passDesc;
- passDesc.vertexProgram = vsProgram;
- passDesc.fragmentProgram = psProgram;
- SPtr<PassCore> newPass = PassCore::create(passDesc);
- SPtr<TechniqueCore> newTechnique = TechniqueCore::create(rsName, RendererDefault, { newPass });
- SHADER_DESC shaderDesc;
- shaderDesc.setParamBlockAttribs("PerObject", true, GPBU_DYNAMIC, RBS_PerObject);
- shaderDesc.addParameter("matWorldViewProj", "matWorldViewProj", GPDT_MATRIX_4X4, RPS_WorldViewProjTfrm);
- SPtr<ShaderCore> defaultShader = ShaderCore::create("DummyShader", shaderDesc, { newTechnique });
- return defaultShader;
- }
- }
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