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@@ -1,975 +1,978 @@
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-#include "BsRenderBeast.h"
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-#include "BsCCamera.h"
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-#include "BsSceneObject.h"
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-#include "BsSceneManager.h"
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-#include "BsCRenderable.h"
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-#include "BsMaterial.h"
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-#include "BsMesh.h"
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-#include "BsPass.h"
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-#include "BsBlendState.h"
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-#include "BsRasterizerState.h"
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-#include "BsDepthStencilState.h"
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-#include "BsSamplerState.h"
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-#include "BsCoreApplication.h"
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-#include "BsViewport.h"
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-#include "BsRenderTarget.h"
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-#include "BsRenderQueue.h"
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-#include "BsGUIManager.h"
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-#include "BsCoreThread.h"
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-#include "BsGpuParams.h"
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-#include "BsProfilerCPU.h"
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-#include "BsShader.h"
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-#include "BsTechnique.h"
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-#include "BsHardwareBufferManager.h"
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-#include "BsGpuParamBlockBuffer.h"
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-#include "BsShader.h"
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-#include "BsStaticRenderableHandler.h"
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-#include "BsTime.h"
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-#include "BsRenderableElement.h"
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-#include "BsFrameAlloc.h"
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-#include "BsCoreObjectManager.h"
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-#include "BsRenderBeastOptions.h"
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-#include "BsSamplerOverrides.h"
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-#include "BsLight.h"
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-#include "BsRenderTexturePool.h"
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-#include "BsRenderTargets.h"
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-#include "BsRendererUtility.h"
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-
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-using namespace std::placeholders;
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-
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-namespace BansheeEngine
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-{
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- RenderBeast::RenderBeast()
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- :mOptions(bs_shared_ptr_new<RenderBeastOptions>()), mOptionsDirty(true), mStaticHandler(nullptr),
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- mDefaultMaterial(nullptr), mPointLightMat(nullptr), mDirLightMat(nullptr)
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- {
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-
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- }
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-
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- const StringID& RenderBeast::getName() const
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- {
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- static StringID name = "RenderBeast";
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- return name;
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- }
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-
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- void RenderBeast::initialize()
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- {
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- CoreRenderer::initialize();
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-
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- CoreThread::instance().queueCommand(std::bind(&RenderBeast::initializeCore, this));
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- }
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-
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- void RenderBeast::destroy()
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- {
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- CoreRenderer::destroy();
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-
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- gCoreAccessor().queueCommand(std::bind(&RenderBeast::destroyCore, this));
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- gCoreAccessor().submitToCoreThread(true);
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- }
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-
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- void RenderBeast::initializeCore()
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- {
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- RendererUtility::startUp();
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-
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- mCoreOptions = bs_shared_ptr_new<RenderBeastOptions>();
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- mStaticHandler = bs_new<StaticRenderableHandler>();
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-
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- mDefaultMaterial = bs_new<DefaultMaterial>();
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- mPointLightMat = bs_new<PointLightMat>();
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- mDirLightMat = bs_new<DirectionalLightMat>();
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-
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- RenderTexturePool::startUp();
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- }
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-
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- void RenderBeast::destroyCore()
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- {
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- if (mStaticHandler != nullptr)
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- bs_delete(mStaticHandler);
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-
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- mRenderTargets.clear();
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- mCameraData.clear();
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- mRenderables.clear();
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-
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- RenderTexturePool::shutDown();
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-
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- bs_delete(mDefaultMaterial);
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- bs_delete(mPointLightMat);
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- bs_delete(mDirLightMat);
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-
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- RendererUtility::shutDown();
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-
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- assert(mSamplerOverrides.empty());
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- }
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-
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- void RenderBeast::_notifyRenderableAdded(RenderableCore* renderable)
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- {
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- UINT32 renderableId = (UINT32)mRenderables.size();
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-
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- renderable->setRendererId(renderableId);
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-
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- mRenderables.push_back(RenderableData());
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- mRenderableShaderData.push_back(RenderableShaderData());
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- mWorldBounds.push_back(renderable->getBounds());
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-
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- RenderableData& renderableData = mRenderables.back();
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- renderableData.renderable = renderable;
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-
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- RenderableShaderData& shaderData = mRenderableShaderData.back();
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- shaderData.worldTransform = renderable->getTransform();
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- shaderData.invWorldTransform = shaderData.worldTransform.inverseAffine();
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- shaderData.worldNoScaleTransform = renderable->getTransformNoScale();
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- shaderData.invWorldNoScaleTransform = shaderData.worldNoScaleTransform.inverseAffine();
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- shaderData.worldDeterminantSign = shaderData.worldTransform.determinant3x3() >= 0.0f ? 1.0f : -1.0f;
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-
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- if (renderable->getRenderableType() == RenType_LitTextured)
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- renderableData.controller = mStaticHandler;
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- else
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- renderableData.controller = nullptr;
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-
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- SPtr<MeshCore> mesh = renderable->getMesh();
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- if (mesh != nullptr)
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- {
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- const MeshProperties& meshProps = mesh->getProperties();
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- SPtr<VertexDeclarationCore> vertexDecl = mesh->getVertexData()->vertexDeclaration;
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-
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- for (UINT32 i = 0; i < meshProps.getNumSubMeshes(); i++)
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- {
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- renderableData.elements.push_back(BeastRenderableElement());
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- BeastRenderableElement& renElement = renderableData.elements.back();
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-
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- renElement.mesh = mesh;
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- renElement.subMesh = meshProps.getSubMesh(i);
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- renElement.renderableId = renderableId;
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-
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- renElement.material = renderable->getMaterial(i);
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- if (renElement.material == nullptr)
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- renElement.material = renderable->getMaterial(0);
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-
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- if (renElement.material != nullptr && renElement.material->getShader() == nullptr)
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- renElement.material = nullptr;
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-
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- // Validate mesh <-> shader vertex bindings
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- if (renElement.material != nullptr)
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- {
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- UINT32 numPasses = renElement.material->getNumPasses();
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- for (UINT32 j = 0; j < numPasses; j++)
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- {
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- SPtr<PassCore> pass = renElement.material->getPass(j);
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-
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- SPtr<VertexDeclarationCore> shaderDecl = pass->getVertexProgram()->getInputDeclaration();
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- if (!vertexDecl->isCompatible(shaderDecl))
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- {
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- Vector<VertexElement> missingElements = vertexDecl->getMissingElements(shaderDecl);
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-
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- StringStream wrnStream;
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- wrnStream << "Provided mesh is missing required vertex attributes to render with the provided shader. Missing elements: " << std::endl;
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-
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- for (auto& entry : missingElements)
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- wrnStream << "\t" << toString(entry.getSemantic()) << entry.getSemanticIdx() << std::endl;
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-
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- LOGWRN(wrnStream.str());
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- break;
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- }
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- }
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- }
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-
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- // If no material use the default material
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- if (renElement.material == nullptr)
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- renElement.material = mDefaultMaterial->getMaterial();
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-
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- auto iterFind = mSamplerOverrides.find(renElement.material);
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- if (iterFind != mSamplerOverrides.end())
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- {
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- renElement.samplerOverrides = iterFind->second;
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- iterFind->second->refCount++;
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- }
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- else
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- {
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- MaterialSamplerOverrides* samplerOverrides = SamplerOverrideUtility::generateSamplerOverrides(renElement.material, mCoreOptions);
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- mSamplerOverrides[renElement.material] = samplerOverrides;
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-
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- renElement.samplerOverrides = samplerOverrides;
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- samplerOverrides->refCount++;
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- }
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-
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- if (renderableData.controller != nullptr)
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- renderableData.controller->initializeRenderElem(renElement);
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- }
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- }
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- }
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-
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- void RenderBeast::_notifyRenderableRemoved(RenderableCore* renderable)
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- {
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- UINT32 renderableId = renderable->getRendererId();
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- RenderableCore* lastRenerable = mRenderables.back().renderable;
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- UINT32 lastRenderableId = lastRenerable->getRendererId();
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-
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- Vector<BeastRenderableElement>& elements = mRenderables[renderableId].elements;
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- for (auto& element : elements)
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- {
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- auto iterFind = mSamplerOverrides.find(element.material);
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- assert(iterFind != mSamplerOverrides.end());
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-
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- MaterialSamplerOverrides* samplerOverrides = iterFind->second;
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- samplerOverrides->refCount--;
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- if (samplerOverrides->refCount == 0)
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- {
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- SamplerOverrideUtility::destroySamplerOverrides(samplerOverrides);
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- mSamplerOverrides.erase(iterFind);
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- }
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-
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- element.samplerOverrides = nullptr;
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- }
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-
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- if (renderableId != lastRenderableId)
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- {
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- // Swap current last element with the one we want to erase
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- std::swap(mRenderables[renderableId], mRenderables[lastRenderableId]);
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- std::swap(mWorldBounds[renderableId], mWorldBounds[lastRenderableId]);
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- std::swap(mRenderableShaderData[renderableId], mRenderableShaderData[lastRenderableId]);
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-
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- lastRenerable->setRendererId(renderableId);
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-
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- Vector<BeastRenderableElement>& lastRenderableElements = mRenderables[renderableId].elements;
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- for (auto& element : elements)
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- element.renderableId = renderableId;
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- }
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-
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- // Last element is the one we want to erase
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- mRenderables.erase(mRenderables.end() - 1);
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- mWorldBounds.erase(mWorldBounds.end() - 1);
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- mRenderableShaderData.erase(mRenderableShaderData.end() - 1);
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- }
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-
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- void RenderBeast::_notifyRenderableUpdated(RenderableCore* renderable)
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- {
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- UINT32 renderableId = renderable->getRendererId();
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-
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- RenderableShaderData& shaderData = mRenderableShaderData[renderableId];
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- shaderData.worldTransform = renderable->getTransform();
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- shaderData.invWorldTransform = shaderData.worldTransform.inverseAffine();
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- shaderData.worldNoScaleTransform = renderable->getTransformNoScale();
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- shaderData.invWorldNoScaleTransform = shaderData.worldNoScaleTransform.inverseAffine();
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- shaderData.worldDeterminantSign = shaderData.worldTransform.determinant3x3() >= 0.0f ? 1.0f : -1.0f;
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-
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- mWorldBounds[renderableId] = renderable->getBounds();
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- }
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-
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- void RenderBeast::_notifyLightAdded(LightCore* light)
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- {
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- if (light->getType() == LightType::Directional)
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- {
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- UINT32 lightId = (UINT32)mDirectionalLights.size();
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- light->setRendererId(lightId);
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-
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- mDirectionalLights.push_back(LightData());
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-
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- LightData& lightData = mDirectionalLights.back();
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- lightData.internal = light;
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- }
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- else
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- {
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- UINT32 lightId = (UINT32)mPointLights.size();
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-
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- light->setRendererId(lightId);
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-
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- mPointLights.push_back(LightData());
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- mLightWorldBounds.push_back(light->getBounds());
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-
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- LightData& lightData = mPointLights.back();
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- lightData.internal = light;
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- }
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- }
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-
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- void RenderBeast::_notifyLightUpdated(LightCore* light)
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- {
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- UINT32 lightId = light->getRendererId();
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-
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- if (light->getType() != LightType::Directional)
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- mLightWorldBounds[lightId] = light->getBounds();
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- }
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-
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- void RenderBeast::_notifyLightRemoved(LightCore* light)
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- {
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- UINT32 lightId = light->getRendererId();
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- if (light->getType() == LightType::Directional)
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- {
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- LightCore* lastLight = mDirectionalLights.back().internal;
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- UINT32 lastLightId = lastLight->getRendererId();
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-
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- if (lightId != lastLightId)
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- {
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- // Swap current last element with the one we want to erase
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- std::swap(mDirectionalLights[lightId], mDirectionalLights[lastLightId]);
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- lastLight->setRendererId(lightId);
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- }
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-
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- // Last element is the one we want to erase
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- mDirectionalLights.erase(mDirectionalLights.end() - 1);
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- }
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- else
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- {
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- LightCore* lastLight = mPointLights.back().internal;
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- UINT32 lastLightId = lastLight->getRendererId();
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-
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- if (lightId != lastLightId)
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- {
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- // Swap current last element with the one we want to erase
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- std::swap(mPointLights[lightId], mPointLights[lastLightId]);
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- std::swap(mLightWorldBounds[lightId], mLightWorldBounds[lastLightId]);
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-
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- lastLight->setRendererId(lightId);
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- }
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-
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- // Last element is the one we want to erase
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- mPointLights.erase(mPointLights.end() - 1);
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- mLightWorldBounds.erase(mLightWorldBounds.end() - 1);
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- }
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- }
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-
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- void RenderBeast::_notifyCameraAdded(const CameraCore* camera)
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- {
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- SPtr<RenderTargetCore> renderTarget = camera->getViewport()->getTarget();
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- if (renderTarget == nullptr)
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- return;
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-
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- CameraData& camData = mCameraData[camera];
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- camData.opaqueQueue = bs_shared_ptr_new<RenderQueue>(mCoreOptions->stateReductionMode);
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-
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- StateReduction transparentStateReduction = mCoreOptions->stateReductionMode;
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- if (transparentStateReduction == StateReduction::Material)
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- transparentStateReduction = StateReduction::Distance; // Transparent object MUST be sorted by distance
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-
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- camData.transparentQueue = bs_shared_ptr_new<RenderQueue>(transparentStateReduction);
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-
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- // Register in render target list
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- auto findIter = std::find_if(mRenderTargets.begin(), mRenderTargets.end(),
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- [&](const RenderTargetData& x) { return x.target == renderTarget; });
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-
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- if (findIter != mRenderTargets.end())
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- {
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- findIter->cameras.push_back(camera);
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- }
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- else
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- {
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- mRenderTargets.push_back(RenderTargetData());
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- RenderTargetData& renderTargetData = mRenderTargets.back();
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-
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- renderTargetData.target = renderTarget;
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- renderTargetData.cameras.push_back(camera);
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- }
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-
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- // Sort render targets based on priority
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- auto cameraComparer = [&](const CameraCore* a, const CameraCore* b) { return a->getPriority() > b->getPriority(); };
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- auto renderTargetInfoComparer = [&](const RenderTargetData& a, const RenderTargetData& b)
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- { return a.target->getProperties().getPriority() > b.target->getProperties().getPriority(); };
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- std::sort(begin(mRenderTargets), end(mRenderTargets), renderTargetInfoComparer);
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-
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- for (auto& camerasPerTarget : mRenderTargets)
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- {
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- Vector<const CameraCore*>& cameras = camerasPerTarget.cameras;
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-
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- std::sort(begin(cameras), end(cameras), cameraComparer);
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- }
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- }
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-
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- void RenderBeast::_notifyCameraRemoved(const CameraCore* camera)
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- {
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- mCameraData.erase(camera);
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-
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- // Remove from render target list
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- for (auto iterTarget = mRenderTargets.begin(); iterTarget != mRenderTargets.end(); ++iterTarget)
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- {
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- RenderTargetData& target = *iterTarget;
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- for (auto iterCam = target.cameras.begin(); iterCam != target.cameras.end(); ++iterCam)
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- {
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- if (camera == *iterCam)
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- {
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- target.cameras.erase(iterCam);
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- break;
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- }
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- }
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-
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- if (target.cameras.empty())
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- {
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- mRenderTargets.erase(iterTarget);
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- break;
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- }
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- }
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- }
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-
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- void RenderBeast::setOptions(const SPtr<CoreRendererOptions>& options)
|
|
|
- {
|
|
|
- mOptions = std::static_pointer_cast<RenderBeastOptions>(options);
|
|
|
- mOptionsDirty = true;
|
|
|
- }
|
|
|
-
|
|
|
- SPtr<CoreRendererOptions> RenderBeast::getOptions() const
|
|
|
- {
|
|
|
- return mOptions;
|
|
|
- }
|
|
|
-
|
|
|
- void RenderBeast::renderAll()
|
|
|
- {
|
|
|
- // Sync all dirty sim thread CoreObject data to core thread
|
|
|
- CoreObjectManager::instance().syncToCore(gCoreAccessor());
|
|
|
-
|
|
|
- if (mOptionsDirty)
|
|
|
- {
|
|
|
- gCoreAccessor().queueCommand(std::bind(&RenderBeast::syncRenderOptions, this, *mOptions));
|
|
|
- mOptionsDirty = false;
|
|
|
- }
|
|
|
-
|
|
|
- gCoreAccessor().queueCommand(std::bind(&RenderBeast::renderAllCore, this, gTime().getTime()));
|
|
|
- }
|
|
|
-
|
|
|
- void RenderBeast::syncRenderOptions(const RenderBeastOptions& options)
|
|
|
- {
|
|
|
- bool filteringChanged = mCoreOptions->filtering != options.filtering;
|
|
|
- if (options.filtering == RenderBeastFiltering::Anisotropic)
|
|
|
- filteringChanged |= mCoreOptions->anisotropyMax != options.anisotropyMax;
|
|
|
-
|
|
|
- if (filteringChanged)
|
|
|
- refreshSamplerOverrides(true);
|
|
|
-
|
|
|
- *mCoreOptions = options;
|
|
|
-
|
|
|
- for (auto& cameraData : mCameraData)
|
|
|
- {
|
|
|
- cameraData.second.opaqueQueue->setStateReduction(mCoreOptions->stateReductionMode);
|
|
|
-
|
|
|
- StateReduction transparentStateReduction = mCoreOptions->stateReductionMode;
|
|
|
- if (transparentStateReduction == StateReduction::Material)
|
|
|
- transparentStateReduction = StateReduction::Distance; // Transparent object MUST be sorted by distance
|
|
|
-
|
|
|
- cameraData.second.transparentQueue->setStateReduction(transparentStateReduction);
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- void RenderBeast::renderAllCore(float time)
|
|
|
- {
|
|
|
- THROW_IF_NOT_CORE_THREAD;
|
|
|
-
|
|
|
- gProfilerCPU().beginSample("renderAllCore");
|
|
|
-
|
|
|
- // Note: I'm iterating over all sampler states every frame. If this ends up being a performance
|
|
|
- // issue consider handling this internally in MaterialCore which can only do it when sampler states
|
|
|
- // are actually modified after sync
|
|
|
- refreshSamplerOverrides();
|
|
|
-
|
|
|
- // Update global per-frame hardware buffers
|
|
|
- mStaticHandler->updatePerFrameBuffers(time);
|
|
|
-
|
|
|
- // Generate render queues per camera
|
|
|
- for (auto& cameraData : mCameraData)
|
|
|
- {
|
|
|
- const CameraCore* camera = cameraData.first;
|
|
|
- determineVisible(*camera);
|
|
|
- }
|
|
|
-
|
|
|
- // Render everything, target by target
|
|
|
- for (auto& renderTargetData : mRenderTargets)
|
|
|
- {
|
|
|
- SPtr<RenderTargetCore> target = renderTargetData.target;
|
|
|
- Vector<const CameraCore*>& cameras = renderTargetData.cameras;
|
|
|
-
|
|
|
- RenderAPICore::instance().beginFrame();
|
|
|
-
|
|
|
- UINT32 numCameras = (UINT32)cameras.size();
|
|
|
- for (UINT32 i = 0; i < numCameras; i++)
|
|
|
- render(renderTargetData, i);
|
|
|
-
|
|
|
- RenderAPICore::instance().endFrame();
|
|
|
- RenderAPICore::instance().swapBuffers(target);
|
|
|
- }
|
|
|
-
|
|
|
- gProfilerCPU().endSample("renderAllCore");
|
|
|
- }
|
|
|
-
|
|
|
- void RenderBeast::render(RenderTargetData& rtData, UINT32 camIdx)
|
|
|
- {
|
|
|
- gProfilerCPU().beginSample("Render");
|
|
|
-
|
|
|
- const CameraCore* camera = rtData.cameras[camIdx];
|
|
|
- CameraData& camData = mCameraData[camera];
|
|
|
-
|
|
|
- SPtr<ViewportCore> viewport = camera->getViewport();
|
|
|
- CameraShaderData cameraShaderData = getCameraShaderData(*camera);
|
|
|
-
|
|
|
- mStaticHandler->updatePerCameraBuffers(cameraShaderData);
|
|
|
-
|
|
|
- // Render scene objects to g-buffer
|
|
|
- bool hasGBuffer = ((UINT32)camera->getFlags() & (UINT32)CameraFlags::Overlay) == 0;
|
|
|
-
|
|
|
- if (hasGBuffer)
|
|
|
- {
|
|
|
- bool createGBuffer = camData.target == nullptr ||
|
|
|
- camData.target->getHDR() != mCoreOptions->hdr ||
|
|
|
- camData.target->getNumSamples() != mCoreOptions->msaa;
|
|
|
-
|
|
|
- if (createGBuffer)
|
|
|
- camData.target = RenderTargets::create(viewport, mCoreOptions->hdr, mCoreOptions->msaa);
|
|
|
-
|
|
|
- camData.target->allocate();
|
|
|
- camData.target->bindGBuffer();
|
|
|
- }
|
|
|
- else
|
|
|
- camData.target = nullptr;
|
|
|
-
|
|
|
- // Trigger pre-scene callbacks
|
|
|
- auto iterCameraCallbacks = mRenderCallbacks.find(camera);
|
|
|
- if (iterCameraCallbacks != mRenderCallbacks.end())
|
|
|
- {
|
|
|
- for (auto& callbackPair : iterCameraCallbacks->second)
|
|
|
- {
|
|
|
- const RenderCallbackData& callbackData = callbackPair.second;
|
|
|
-
|
|
|
- if (callbackData.overlay || callbackPair.first >= 0)
|
|
|
- break;
|
|
|
-
|
|
|
- callbackData.callback();
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- if (hasGBuffer)
|
|
|
- {
|
|
|
- // Render base pass
|
|
|
- const Vector<RenderQueueElement>& opaqueElements = camData.opaqueQueue->getSortedElements();
|
|
|
- for (auto iter = opaqueElements.begin(); iter != opaqueElements.end(); ++iter)
|
|
|
- {
|
|
|
- BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
|
|
|
- SPtr<MaterialCore> material = renderElem->material;
|
|
|
-
|
|
|
- UINT32 rendererId = renderElem->renderableId;
|
|
|
- Matrix4 worldViewProjMatrix = cameraShaderData.viewProj * mRenderableShaderData[rendererId].worldTransform;
|
|
|
-
|
|
|
- mStaticHandler->updatePerObjectBuffers(*renderElem, mRenderableShaderData[rendererId], worldViewProjMatrix);
|
|
|
- mStaticHandler->bindGlobalBuffers(*renderElem); // Note: If I can keep global buffer slot indexes the same between shaders I could only bind these once
|
|
|
- mStaticHandler->bindPerObjectBuffers(*renderElem);
|
|
|
-
|
|
|
- if (iter->applyPass)
|
|
|
- {
|
|
|
- SPtr<PassCore> pass = material->getPass(iter->passIdx);
|
|
|
- setPass(pass);
|
|
|
- }
|
|
|
-
|
|
|
- SPtr<PassParametersCore> passParams = material->getPassParameters(iter->passIdx);
|
|
|
-
|
|
|
- if (renderElem->samplerOverrides != nullptr)
|
|
|
- setPassParams(passParams, &renderElem->samplerOverrides->passes[iter->passIdx]);
|
|
|
- else
|
|
|
- setPassParams(passParams, nullptr);
|
|
|
-
|
|
|
- gRendererUtility().draw(iter->renderElem->mesh, iter->renderElem->subMesh);
|
|
|
- }
|
|
|
-
|
|
|
- camData.target->bindSceneColor();
|
|
|
-
|
|
|
- // Render light pass
|
|
|
- SPtr<MaterialCore> dirMaterial = mDirLightMat->getMaterial();
|
|
|
- SPtr<PassCore> dirPass = dirMaterial->getPass(0);
|
|
|
-
|
|
|
- setPass(dirPass);
|
|
|
- mDirLightMat->setGBuffer(camData.target);
|
|
|
-
|
|
|
- for (auto& light : mDirectionalLights)
|
|
|
- {
|
|
|
- if (!light.internal->getIsActive())
|
|
|
- continue;
|
|
|
-
|
|
|
- mDirLightMat->setParameters(light.internal);
|
|
|
-
|
|
|
- // TODO - Bind parameters to the pipeline manually as I don't need to re-bind gbuffer textures for every light
|
|
|
- setPassParams(dirMaterial->getPassParameters(0), nullptr);
|
|
|
- gRendererUtility().drawScreenQuad(*viewport);
|
|
|
- }
|
|
|
-
|
|
|
- SPtr<MaterialCore> pointMaterial = mPointLightMat->getMaterial();
|
|
|
- SPtr<PassCore> pointPass = pointMaterial->getPass(0);
|
|
|
-
|
|
|
- setPass(pointPass);
|
|
|
- mPointLightMat->setGBuffer(camData.target);
|
|
|
-
|
|
|
- // TODO - Cull lights based on visibility, right now I just iterate over all of them.
|
|
|
- for (auto& light : mPointLights)
|
|
|
- {
|
|
|
- if (!light.internal->getIsActive())
|
|
|
- continue;
|
|
|
-
|
|
|
- mPointLightMat->setParameters(light.internal);
|
|
|
-
|
|
|
- // TODO - Bind parameters to the pipeline manually as I don't need to re-bind gbuffer textures for every light
|
|
|
- setPassParams(dirMaterial->getPassParameters(0), nullptr);
|
|
|
- SPtr<MeshCore> mesh = light.internal->getMesh();
|
|
|
- gRendererUtility().draw(mesh, mesh->getProperties().getSubMesh(0));
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- // Render transparent objects (TODO - No lighting yet)
|
|
|
- const Vector<RenderQueueElement>& transparentElements = camData.transparentQueue->getSortedElements();
|
|
|
- for (auto iter = transparentElements.begin(); iter != transparentElements.end(); ++iter)
|
|
|
- {
|
|
|
- BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
|
|
|
- SPtr<MaterialCore> material = renderElem->material;
|
|
|
-
|
|
|
- UINT32 rendererId = renderElem->renderableId;
|
|
|
- Matrix4 worldViewProjMatrix = cameraShaderData.viewProj * mRenderableShaderData[rendererId].worldTransform;
|
|
|
-
|
|
|
- mStaticHandler->updatePerObjectBuffers(*renderElem, mRenderableShaderData[rendererId], worldViewProjMatrix);
|
|
|
- mStaticHandler->bindGlobalBuffers(*renderElem); // Note: If I can keep global buffer slot indexes the same between shaders I could only bind these once
|
|
|
- mStaticHandler->bindPerObjectBuffers(*renderElem);
|
|
|
-
|
|
|
- if (iter->applyPass)
|
|
|
- {
|
|
|
- SPtr<PassCore> pass = material->getPass(iter->passIdx);
|
|
|
- setPass(pass);
|
|
|
- }
|
|
|
-
|
|
|
- SPtr<PassParametersCore> passParams = material->getPassParameters(iter->passIdx);
|
|
|
-
|
|
|
- if (renderElem->samplerOverrides != nullptr)
|
|
|
- setPassParams(passParams, &renderElem->samplerOverrides->passes[iter->passIdx]);
|
|
|
- else
|
|
|
- setPassParams(passParams, nullptr);
|
|
|
-
|
|
|
- gRendererUtility().draw(iter->renderElem->mesh, iter->renderElem->subMesh);
|
|
|
- }
|
|
|
-
|
|
|
- camData.opaqueQueue->clear();
|
|
|
- camData.transparentQueue->clear();
|
|
|
-
|
|
|
- // Render non-overlay post-scene callbacks
|
|
|
- if (iterCameraCallbacks != mRenderCallbacks.end())
|
|
|
- {
|
|
|
- for (auto& callbackPair : iterCameraCallbacks->second)
|
|
|
- {
|
|
|
- const RenderCallbackData& callbackData = callbackPair.second;
|
|
|
-
|
|
|
- if (callbackData.overlay || callbackPair.first < 0)
|
|
|
- break;
|
|
|
-
|
|
|
- callbackData.callback();
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- if (hasGBuffer)
|
|
|
- {
|
|
|
- // TODO - Instead of doing a separate resolve here I could potentially perform a resolve directly in the
|
|
|
- // light pass.
|
|
|
- camData.target->resolve();
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- // Prepare final render target
|
|
|
- SPtr<RenderTargetCore> target = rtData.target;
|
|
|
-
|
|
|
- RenderAPICore::instance().setRenderTarget(target);
|
|
|
- RenderAPICore::instance().setViewport(viewport->getNormArea());
|
|
|
-
|
|
|
- // If first camera in render target, prepare the render target
|
|
|
- if (camIdx == 0)
|
|
|
- {
|
|
|
- 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 overlay post-scene callbacks
|
|
|
- if (iterCameraCallbacks != mRenderCallbacks.end())
|
|
|
- {
|
|
|
- for (auto& callbackPair : iterCameraCallbacks->second)
|
|
|
- {
|
|
|
- const RenderCallbackData& callbackData = callbackPair.second;
|
|
|
-
|
|
|
- if (!callbackData.overlay)
|
|
|
- break;
|
|
|
-
|
|
|
- callbackData.callback();
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- if (hasGBuffer)
|
|
|
- camData.target->release();
|
|
|
-
|
|
|
- gProfilerCPU().endSample("Render");
|
|
|
- }
|
|
|
-
|
|
|
- void RenderBeast::determineVisible(const CameraCore& camera)
|
|
|
- {
|
|
|
- CameraData& cameraData = mCameraData[&camera];
|
|
|
-
|
|
|
- UINT64 cameraLayers = camera.getLayers();
|
|
|
- ConvexVolume worldFrustum = camera.getWorldFrustum();
|
|
|
-
|
|
|
- // Update per-object param buffers and queue render elements
|
|
|
- for (auto& renderableData : mRenderables)
|
|
|
- {
|
|
|
- RenderableCore* renderable = renderableData.renderable;
|
|
|
- RenderableHandler* controller = renderableData.controller;
|
|
|
- UINT32 renderableType = renderable->getRenderableType();
|
|
|
- UINT32 rendererId = renderable->getRendererId();
|
|
|
-
|
|
|
- if ((renderable->getLayer() & cameraLayers) == 0)
|
|
|
- continue;
|
|
|
-
|
|
|
- // 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)
|
|
|
- {
|
|
|
- bool isTransparent = (renderElem.material->getShader()->getFlags() & (UINT32)ShaderFlags::Transparent) != 0;
|
|
|
-
|
|
|
- if (isTransparent)
|
|
|
- cameraData.transparentQueue->add(&renderElem, distanceToCamera);
|
|
|
- else
|
|
|
- cameraData.opaqueQueue->add(&renderElem, distanceToCamera);
|
|
|
- }
|
|
|
-
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- cameraData.opaqueQueue->sort();
|
|
|
- cameraData.transparentQueue->sort();
|
|
|
- }
|
|
|
-
|
|
|
- Vector2 RenderBeast::getDeviceZTransform(const Matrix4& projMatrix)
|
|
|
- {
|
|
|
- Vector2 output;
|
|
|
- output.x = 1.0f / projMatrix[2][2];
|
|
|
- output.y = projMatrix[2][3] / projMatrix[2][2];
|
|
|
-
|
|
|
- return output;
|
|
|
- }
|
|
|
-
|
|
|
- CameraShaderData RenderBeast::getCameraShaderData(const CameraCore& camera)
|
|
|
- {
|
|
|
- CameraShaderData data;
|
|
|
- data.proj = camera.getProjectionMatrixRS();
|
|
|
- data.view = camera.getViewMatrix();
|
|
|
- data.viewProj = data.proj * data.view;
|
|
|
- data.invProj = data.proj.inverse();
|
|
|
- data.viewDir = camera.getForward();
|
|
|
- data.viewOrigin = camera.getPosition();
|
|
|
- data.deviceZToWorldZ = getDeviceZTransform(data.proj);
|
|
|
-
|
|
|
- SPtr<ViewportCore> viewport = camera.getViewport();
|
|
|
- SPtr<RenderTargetCore> rt = viewport->getTarget();
|
|
|
-
|
|
|
- float halfWidth = viewport->getWidth() / 2.0f;
|
|
|
- float halfHeight = viewport->getHeight() / 2.0f;
|
|
|
-
|
|
|
- float rtWidth = (float)rt->getProperties().getWidth();
|
|
|
- float rtHeight = (float)rt->getProperties().getHeight();
|
|
|
-
|
|
|
- RenderAPICore& rapi = RenderAPICore::instance();
|
|
|
-
|
|
|
- data.clipToUVScaleOffset.x = (halfWidth / 2.0f) / rtWidth;
|
|
|
- data.clipToUVScaleOffset.y = (halfHeight / 2.0f) / rtHeight;
|
|
|
- data.clipToUVScaleOffset.z = (viewport->getX() + halfWidth + rapi.getHorizontalTexelOffset()) / rtWidth;
|
|
|
- data.clipToUVScaleOffset.w = (viewport->getY() + halfHeight + rapi.getHorizontalTexelOffset()) / rtHeight;
|
|
|
-
|
|
|
- return data;
|
|
|
- }
|
|
|
-
|
|
|
- void RenderBeast::refreshSamplerOverrides(bool force)
|
|
|
- {
|
|
|
- for (auto& entry : mSamplerOverrides)
|
|
|
- {
|
|
|
- SPtr<MaterialCore> material = entry.first;
|
|
|
-
|
|
|
- if (force)
|
|
|
- {
|
|
|
- SamplerOverrideUtility::destroySamplerOverrides(entry.second);
|
|
|
- entry.second = SamplerOverrideUtility::generateSamplerOverrides(material, mCoreOptions);
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- MaterialSamplerOverrides* materialOverrides = entry.second;
|
|
|
- UINT32 numPasses = material->getNumPasses();
|
|
|
-
|
|
|
- assert(numPasses == materialOverrides->numPasses);
|
|
|
- for (UINT32 i = 0; i < numPasses; i++)
|
|
|
- {
|
|
|
- SPtr<PassParametersCore> passParams = material->getPassParameters(i);
|
|
|
- PassSamplerOverrides& passOverrides = materialOverrides->passes[i];
|
|
|
-
|
|
|
- for (UINT32 j = 0; j < PassParametersCore::NUM_PARAMS; j++)
|
|
|
- {
|
|
|
- StageSamplerOverrides& stageOverrides = passOverrides.stages[j];
|
|
|
-
|
|
|
- SPtr<GpuParamsCore> params = passParams->getParamByIdx(j);
|
|
|
- if (params == nullptr)
|
|
|
- continue;
|
|
|
-
|
|
|
- const GpuParamDesc& paramDesc = params->getParamDesc();
|
|
|
-
|
|
|
- for (auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
|
|
|
- {
|
|
|
- UINT32 slot = iter->second.slot;
|
|
|
- SPtr<SamplerStateCore> samplerState = params->getSamplerState(slot);
|
|
|
-
|
|
|
- assert(stageOverrides.numStates > slot);
|
|
|
-
|
|
|
- if (samplerState != stageOverrides.stateOverrides[slot])
|
|
|
- {
|
|
|
- if (samplerState != nullptr)
|
|
|
- stageOverrides.stateOverrides[slot] = SamplerOverrideUtility::generateSamplerOverride(samplerState, mCoreOptions);
|
|
|
- else
|
|
|
- stageOverrides.stateOverrides[slot] = SamplerOverrideUtility::generateSamplerOverride(SamplerStateCore::getDefault(), mCoreOptions);;
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- void RenderBeast::setPass(const SPtr<PassCore>& pass)
|
|
|
- {
|
|
|
- THROW_IF_NOT_CORE_THREAD;
|
|
|
-
|
|
|
- RenderAPICore& rs = RenderAPICore::instance();
|
|
|
-
|
|
|
- struct StageData
|
|
|
- {
|
|
|
- GpuProgramType type;
|
|
|
- bool enable;
|
|
|
- SPtr<GpuProgramCore> program;
|
|
|
- };
|
|
|
-
|
|
|
- const UINT32 numStages = 6;
|
|
|
- StageData stages[numStages] =
|
|
|
- {
|
|
|
- { GPT_VERTEX_PROGRAM, pass->hasVertexProgram(), pass->getVertexProgram() },
|
|
|
- { GPT_FRAGMENT_PROGRAM, pass->hasFragmentProgram(), pass->getFragmentProgram() },
|
|
|
- { GPT_GEOMETRY_PROGRAM, pass->hasGeometryProgram(), pass->getGeometryProgram() },
|
|
|
- { GPT_HULL_PROGRAM, pass->hasHullProgram(), pass->getHullProgram() },
|
|
|
- { GPT_DOMAIN_PROGRAM, pass->hasDomainProgram(), pass->getDomainProgram() },
|
|
|
- { GPT_COMPUTE_PROGRAM, pass->hasComputeProgram(), pass->getComputeProgram() }
|
|
|
- };
|
|
|
-
|
|
|
- for (UINT32 i = 0; i < numStages; i++)
|
|
|
- {
|
|
|
- const StageData& stage = stages[i];
|
|
|
-
|
|
|
- if (stage.enable)
|
|
|
- rs.bindGpuProgram(stage.program);
|
|
|
- else
|
|
|
- rs.unbindGpuProgram(stage.type);
|
|
|
- }
|
|
|
-
|
|
|
- // Set up non-texture related pass settings
|
|
|
- if (pass->getBlendState() != nullptr)
|
|
|
- rs.setBlendState(pass->getBlendState());
|
|
|
- else
|
|
|
- rs.setBlendState(BlendStateCore::getDefault());
|
|
|
-
|
|
|
- if (pass->getDepthStencilState() != nullptr)
|
|
|
- rs.setDepthStencilState(pass->getDepthStencilState(), pass->getStencilRefValue());
|
|
|
- else
|
|
|
- rs.setDepthStencilState(DepthStencilStateCore::getDefault(), pass->getStencilRefValue());
|
|
|
-
|
|
|
- if (pass->getRasterizerState() != nullptr)
|
|
|
- rs.setRasterizerState(pass->getRasterizerState());
|
|
|
- else
|
|
|
- rs.setRasterizerState(RasterizerStateCore::getDefault());
|
|
|
- }
|
|
|
-
|
|
|
- void RenderBeast::setPassParams(const SPtr<PassParametersCore>& passParams, const PassSamplerOverrides* samplerOverrides)
|
|
|
- {
|
|
|
- THROW_IF_NOT_CORE_THREAD;
|
|
|
-
|
|
|
- RenderAPICore& rs = RenderAPICore::instance();
|
|
|
-
|
|
|
- struct StageData
|
|
|
- {
|
|
|
- GpuProgramType type;
|
|
|
- SPtr<GpuParamsCore> params;
|
|
|
- };
|
|
|
-
|
|
|
- const UINT32 numStages = 6;
|
|
|
- StageData stages[numStages] =
|
|
|
- {
|
|
|
- { GPT_VERTEX_PROGRAM, passParams->mVertParams },
|
|
|
- { GPT_FRAGMENT_PROGRAM, passParams->mFragParams },
|
|
|
- { GPT_GEOMETRY_PROGRAM, passParams->mGeomParams },
|
|
|
- { GPT_HULL_PROGRAM, passParams->mHullParams },
|
|
|
- { GPT_DOMAIN_PROGRAM, passParams->mDomainParams },
|
|
|
- { GPT_COMPUTE_PROGRAM, passParams->mComputeParams }
|
|
|
- };
|
|
|
-
|
|
|
- for (UINT32 i = 0; i < numStages; i++)
|
|
|
- {
|
|
|
- const StageData& stage = stages[i];
|
|
|
-
|
|
|
- SPtr<GpuParamsCore> params = stage.params;
|
|
|
- if (params == nullptr)
|
|
|
- continue;
|
|
|
-
|
|
|
- const GpuParamDesc& paramDesc = params->getParamDesc();
|
|
|
-
|
|
|
- for (auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
|
|
|
- {
|
|
|
- SPtr<SamplerStateCore> samplerState;
|
|
|
-
|
|
|
- if (samplerOverrides != nullptr)
|
|
|
- samplerState = samplerOverrides->stages[i].stateOverrides[iter->second.slot];
|
|
|
- else
|
|
|
- samplerState = params->getSamplerState(iter->second.slot);
|
|
|
-
|
|
|
- if (samplerState == nullptr)
|
|
|
- rs.setSamplerState(stage.type, iter->second.slot, SamplerStateCore::getDefault());
|
|
|
- else
|
|
|
- rs.setSamplerState(stage.type, iter->second.slot, samplerState);
|
|
|
- }
|
|
|
-
|
|
|
- for (auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
|
|
|
- {
|
|
|
- SPtr<TextureCore> texture = params->getTexture(iter->second.slot);
|
|
|
-
|
|
|
- if (!params->isLoadStoreTexture(iter->second.slot))
|
|
|
- {
|
|
|
- if (texture == nullptr)
|
|
|
- rs.setTexture(stage.type, iter->second.slot, false, nullptr);
|
|
|
- else
|
|
|
- rs.setTexture(stage.type, iter->second.slot, true, texture);
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- const TextureSurface& surface = params->getLoadStoreSurface(iter->second.slot);
|
|
|
-
|
|
|
- if (texture == nullptr)
|
|
|
- rs.setLoadStoreTexture(stage.type, iter->second.slot, false, nullptr, surface);
|
|
|
- else
|
|
|
- rs.setLoadStoreTexture(stage.type, iter->second.slot, true, texture, surface);
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- rs.setConstantBuffers(stage.type, params);
|
|
|
- }
|
|
|
- }
|
|
|
+#include "BsRenderBeast.h"
|
|
|
+#include "BsCCamera.h"
|
|
|
+#include "BsSceneObject.h"
|
|
|
+#include "BsSceneManager.h"
|
|
|
+#include "BsCRenderable.h"
|
|
|
+#include "BsMaterial.h"
|
|
|
+#include "BsMesh.h"
|
|
|
+#include "BsPass.h"
|
|
|
+#include "BsBlendState.h"
|
|
|
+#include "BsRasterizerState.h"
|
|
|
+#include "BsDepthStencilState.h"
|
|
|
+#include "BsSamplerState.h"
|
|
|
+#include "BsCoreApplication.h"
|
|
|
+#include "BsViewport.h"
|
|
|
+#include "BsRenderTarget.h"
|
|
|
+#include "BsRenderQueue.h"
|
|
|
+#include "BsGUIManager.h"
|
|
|
+#include "BsCoreThread.h"
|
|
|
+#include "BsGpuParams.h"
|
|
|
+#include "BsProfilerCPU.h"
|
|
|
+#include "BsShader.h"
|
|
|
+#include "BsTechnique.h"
|
|
|
+#include "BsHardwareBufferManager.h"
|
|
|
+#include "BsGpuParamBlockBuffer.h"
|
|
|
+#include "BsShader.h"
|
|
|
+#include "BsStaticRenderableHandler.h"
|
|
|
+#include "BsTime.h"
|
|
|
+#include "BsRenderableElement.h"
|
|
|
+#include "BsFrameAlloc.h"
|
|
|
+#include "BsCoreObjectManager.h"
|
|
|
+#include "BsRenderBeastOptions.h"
|
|
|
+#include "BsSamplerOverrides.h"
|
|
|
+#include "BsLight.h"
|
|
|
+#include "BsRenderTexturePool.h"
|
|
|
+#include "BsRenderTargets.h"
|
|
|
+#include "BsRendererUtility.h"
|
|
|
+
|
|
|
+using namespace std::placeholders;
|
|
|
+
|
|
|
+namespace BansheeEngine
|
|
|
+{
|
|
|
+ RenderBeast::RenderBeast()
|
|
|
+ :mOptions(bs_shared_ptr_new<RenderBeastOptions>()), mOptionsDirty(true), mStaticHandler(nullptr),
|
|
|
+ mDefaultMaterial(nullptr), mPointLightMat(nullptr), mDirLightMat(nullptr)
|
|
|
+ {
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ const StringID& RenderBeast::getName() const
|
|
|
+ {
|
|
|
+ static StringID name = "RenderBeast";
|
|
|
+ return name;
|
|
|
+ }
|
|
|
+
|
|
|
+ void RenderBeast::initialize()
|
|
|
+ {
|
|
|
+ CoreRenderer::initialize();
|
|
|
+
|
|
|
+ CoreThread::instance().queueCommand(std::bind(&RenderBeast::initializeCore, this));
|
|
|
+ }
|
|
|
+
|
|
|
+ void RenderBeast::destroy()
|
|
|
+ {
|
|
|
+ CoreRenderer::destroy();
|
|
|
+
|
|
|
+ gCoreAccessor().queueCommand(std::bind(&RenderBeast::destroyCore, this));
|
|
|
+ gCoreAccessor().submitToCoreThread(true);
|
|
|
+ }
|
|
|
+
|
|
|
+ void RenderBeast::initializeCore()
|
|
|
+ {
|
|
|
+ RendererUtility::startUp();
|
|
|
+
|
|
|
+ mCoreOptions = bs_shared_ptr_new<RenderBeastOptions>();
|
|
|
+ mStaticHandler = bs_new<StaticRenderableHandler>();
|
|
|
+
|
|
|
+ mDefaultMaterial = bs_new<DefaultMaterial>();
|
|
|
+ mPointLightMat = bs_new<PointLightMat>();
|
|
|
+ mDirLightMat = bs_new<DirectionalLightMat>();
|
|
|
+
|
|
|
+ RenderTexturePool::startUp();
|
|
|
+ }
|
|
|
+
|
|
|
+ void RenderBeast::destroyCore()
|
|
|
+ {
|
|
|
+ if (mStaticHandler != nullptr)
|
|
|
+ bs_delete(mStaticHandler);
|
|
|
+
|
|
|
+ mRenderTargets.clear();
|
|
|
+ mCameraData.clear();
|
|
|
+ mRenderables.clear();
|
|
|
+
|
|
|
+ RenderTexturePool::shutDown();
|
|
|
+
|
|
|
+ bs_delete(mDefaultMaterial);
|
|
|
+ bs_delete(mPointLightMat);
|
|
|
+ bs_delete(mDirLightMat);
|
|
|
+
|
|
|
+ RendererUtility::shutDown();
|
|
|
+
|
|
|
+ assert(mSamplerOverrides.empty());
|
|
|
+ }
|
|
|
+
|
|
|
+ void RenderBeast::_notifyRenderableAdded(RenderableCore* renderable)
|
|
|
+ {
|
|
|
+ UINT32 renderableId = (UINT32)mRenderables.size();
|
|
|
+
|
|
|
+ renderable->setRendererId(renderableId);
|
|
|
+
|
|
|
+ mRenderables.push_back(RenderableData());
|
|
|
+ mRenderableShaderData.push_back(RenderableShaderData());
|
|
|
+ mWorldBounds.push_back(renderable->getBounds());
|
|
|
+
|
|
|
+ RenderableData& renderableData = mRenderables.back();
|
|
|
+ renderableData.renderable = renderable;
|
|
|
+
|
|
|
+ RenderableShaderData& shaderData = mRenderableShaderData.back();
|
|
|
+ shaderData.worldTransform = renderable->getTransform();
|
|
|
+ shaderData.invWorldTransform = shaderData.worldTransform.inverseAffine();
|
|
|
+ shaderData.worldNoScaleTransform = renderable->getTransformNoScale();
|
|
|
+ shaderData.invWorldNoScaleTransform = shaderData.worldNoScaleTransform.inverseAffine();
|
|
|
+ shaderData.worldDeterminantSign = shaderData.worldTransform.determinant3x3() >= 0.0f ? 1.0f : -1.0f;
|
|
|
+
|
|
|
+ if (renderable->getRenderableType() == RenType_LitTextured)
|
|
|
+ renderableData.controller = mStaticHandler;
|
|
|
+ else
|
|
|
+ renderableData.controller = nullptr;
|
|
|
+
|
|
|
+ SPtr<MeshCore> mesh = renderable->getMesh();
|
|
|
+ if (mesh != nullptr)
|
|
|
+ {
|
|
|
+ const MeshProperties& meshProps = mesh->getProperties();
|
|
|
+ SPtr<VertexDeclarationCore> vertexDecl = mesh->getVertexData()->vertexDeclaration;
|
|
|
+
|
|
|
+ for (UINT32 i = 0; i < meshProps.getNumSubMeshes(); i++)
|
|
|
+ {
|
|
|
+ renderableData.elements.push_back(BeastRenderableElement());
|
|
|
+ BeastRenderableElement& renElement = renderableData.elements.back();
|
|
|
+
|
|
|
+ renElement.mesh = mesh;
|
|
|
+ renElement.subMesh = meshProps.getSubMesh(i);
|
|
|
+ renElement.renderableId = renderableId;
|
|
|
+
|
|
|
+ renElement.material = renderable->getMaterial(i);
|
|
|
+ if (renElement.material == nullptr)
|
|
|
+ renElement.material = renderable->getMaterial(0);
|
|
|
+
|
|
|
+ if (renElement.material != nullptr && renElement.material->getShader() == nullptr)
|
|
|
+ renElement.material = nullptr;
|
|
|
+
|
|
|
+ // Validate mesh <-> shader vertex bindings
|
|
|
+ if (renElement.material != nullptr)
|
|
|
+ {
|
|
|
+ UINT32 numPasses = renElement.material->getNumPasses();
|
|
|
+ for (UINT32 j = 0; j < numPasses; j++)
|
|
|
+ {
|
|
|
+ SPtr<PassCore> pass = renElement.material->getPass(j);
|
|
|
+
|
|
|
+ SPtr<VertexDeclarationCore> shaderDecl = pass->getVertexProgram()->getInputDeclaration();
|
|
|
+ if (!vertexDecl->isCompatible(shaderDecl))
|
|
|
+ {
|
|
|
+ Vector<VertexElement> missingElements = vertexDecl->getMissingElements(shaderDecl);
|
|
|
+
|
|
|
+ StringStream wrnStream;
|
|
|
+ wrnStream << "Provided mesh is missing required vertex attributes to render with the provided shader. Missing elements: " << std::endl;
|
|
|
+
|
|
|
+ for (auto& entry : missingElements)
|
|
|
+ wrnStream << "\t" << toString(entry.getSemantic()) << entry.getSemanticIdx() << std::endl;
|
|
|
+
|
|
|
+ LOGWRN(wrnStream.str());
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ // If no material use the default material
|
|
|
+ if (renElement.material == nullptr)
|
|
|
+ renElement.material = mDefaultMaterial->getMaterial();
|
|
|
+
|
|
|
+ auto iterFind = mSamplerOverrides.find(renElement.material);
|
|
|
+ if (iterFind != mSamplerOverrides.end())
|
|
|
+ {
|
|
|
+ renElement.samplerOverrides = iterFind->second;
|
|
|
+ iterFind->second->refCount++;
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ MaterialSamplerOverrides* samplerOverrides = SamplerOverrideUtility::generateSamplerOverrides(renElement.material, mCoreOptions);
|
|
|
+ mSamplerOverrides[renElement.material] = samplerOverrides;
|
|
|
+
|
|
|
+ renElement.samplerOverrides = samplerOverrides;
|
|
|
+ samplerOverrides->refCount++;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (renderableData.controller != nullptr)
|
|
|
+ renderableData.controller->initializeRenderElem(renElement);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ void RenderBeast::_notifyRenderableRemoved(RenderableCore* renderable)
|
|
|
+ {
|
|
|
+ UINT32 renderableId = renderable->getRendererId();
|
|
|
+ RenderableCore* lastRenerable = mRenderables.back().renderable;
|
|
|
+ UINT32 lastRenderableId = lastRenerable->getRendererId();
|
|
|
+
|
|
|
+ Vector<BeastRenderableElement>& elements = mRenderables[renderableId].elements;
|
|
|
+ for (auto& element : elements)
|
|
|
+ {
|
|
|
+ auto iterFind = mSamplerOverrides.find(element.material);
|
|
|
+ assert(iterFind != mSamplerOverrides.end());
|
|
|
+
|
|
|
+ MaterialSamplerOverrides* samplerOverrides = iterFind->second;
|
|
|
+ samplerOverrides->refCount--;
|
|
|
+ if (samplerOverrides->refCount == 0)
|
|
|
+ {
|
|
|
+ SamplerOverrideUtility::destroySamplerOverrides(samplerOverrides);
|
|
|
+ mSamplerOverrides.erase(iterFind);
|
|
|
+ }
|
|
|
+
|
|
|
+ element.samplerOverrides = nullptr;
|
|
|
+ }
|
|
|
+
|
|
|
+ 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(mRenderableShaderData[renderableId], mRenderableShaderData[lastRenderableId]);
|
|
|
+
|
|
|
+ lastRenerable->setRendererId(renderableId);
|
|
|
+
|
|
|
+ Vector<BeastRenderableElement>& lastRenderableElements = mRenderables[renderableId].elements;
|
|
|
+ for (auto& element : elements)
|
|
|
+ element.renderableId = renderableId;
|
|
|
+ }
|
|
|
+
|
|
|
+ // Last element is the one we want to erase
|
|
|
+ mRenderables.erase(mRenderables.end() - 1);
|
|
|
+ mWorldBounds.erase(mWorldBounds.end() - 1);
|
|
|
+ mRenderableShaderData.erase(mRenderableShaderData.end() - 1);
|
|
|
+ }
|
|
|
+
|
|
|
+ void RenderBeast::_notifyRenderableUpdated(RenderableCore* renderable)
|
|
|
+ {
|
|
|
+ UINT32 renderableId = renderable->getRendererId();
|
|
|
+
|
|
|
+ RenderableShaderData& shaderData = mRenderableShaderData[renderableId];
|
|
|
+ shaderData.worldTransform = renderable->getTransform();
|
|
|
+ shaderData.invWorldTransform = shaderData.worldTransform.inverseAffine();
|
|
|
+ shaderData.worldNoScaleTransform = renderable->getTransformNoScale();
|
|
|
+ shaderData.invWorldNoScaleTransform = shaderData.worldNoScaleTransform.inverseAffine();
|
|
|
+ shaderData.worldDeterminantSign = shaderData.worldTransform.determinant3x3() >= 0.0f ? 1.0f : -1.0f;
|
|
|
+
|
|
|
+ mWorldBounds[renderableId] = renderable->getBounds();
|
|
|
+ }
|
|
|
+
|
|
|
+ void RenderBeast::_notifyLightAdded(LightCore* light)
|
|
|
+ {
|
|
|
+ if (light->getType() == LightType::Directional)
|
|
|
+ {
|
|
|
+ UINT32 lightId = (UINT32)mDirectionalLights.size();
|
|
|
+ light->setRendererId(lightId);
|
|
|
+
|
|
|
+ mDirectionalLights.push_back(LightData());
|
|
|
+
|
|
|
+ LightData& lightData = mDirectionalLights.back();
|
|
|
+ lightData.internal = light;
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ UINT32 lightId = (UINT32)mPointLights.size();
|
|
|
+
|
|
|
+ light->setRendererId(lightId);
|
|
|
+
|
|
|
+ mPointLights.push_back(LightData());
|
|
|
+ mLightWorldBounds.push_back(light->getBounds());
|
|
|
+
|
|
|
+ LightData& lightData = mPointLights.back();
|
|
|
+ lightData.internal = light;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ void RenderBeast::_notifyLightUpdated(LightCore* light)
|
|
|
+ {
|
|
|
+ UINT32 lightId = light->getRendererId();
|
|
|
+
|
|
|
+ if (light->getType() != LightType::Directional)
|
|
|
+ mLightWorldBounds[lightId] = light->getBounds();
|
|
|
+ }
|
|
|
+
|
|
|
+ void RenderBeast::_notifyLightRemoved(LightCore* light)
|
|
|
+ {
|
|
|
+ UINT32 lightId = light->getRendererId();
|
|
|
+ if (light->getType() == LightType::Directional)
|
|
|
+ {
|
|
|
+ LightCore* lastLight = mDirectionalLights.back().internal;
|
|
|
+ UINT32 lastLightId = lastLight->getRendererId();
|
|
|
+
|
|
|
+ if (lightId != lastLightId)
|
|
|
+ {
|
|
|
+ // Swap current last element with the one we want to erase
|
|
|
+ std::swap(mDirectionalLights[lightId], mDirectionalLights[lastLightId]);
|
|
|
+ lastLight->setRendererId(lightId);
|
|
|
+ }
|
|
|
+
|
|
|
+ // Last element is the one we want to erase
|
|
|
+ mDirectionalLights.erase(mDirectionalLights.end() - 1);
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ LightCore* lastLight = mPointLights.back().internal;
|
|
|
+ UINT32 lastLightId = lastLight->getRendererId();
|
|
|
+
|
|
|
+ if (lightId != lastLightId)
|
|
|
+ {
|
|
|
+ // Swap current last element with the one we want to erase
|
|
|
+ std::swap(mPointLights[lightId], mPointLights[lastLightId]);
|
|
|
+ std::swap(mLightWorldBounds[lightId], mLightWorldBounds[lastLightId]);
|
|
|
+
|
|
|
+ lastLight->setRendererId(lightId);
|
|
|
+ }
|
|
|
+
|
|
|
+ // Last element is the one we want to erase
|
|
|
+ mPointLights.erase(mPointLights.end() - 1);
|
|
|
+ mLightWorldBounds.erase(mLightWorldBounds.end() - 1);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ void RenderBeast::_notifyCameraAdded(const CameraCore* camera)
|
|
|
+ {
|
|
|
+ SPtr<RenderTargetCore> renderTarget = camera->getViewport()->getTarget();
|
|
|
+ if (renderTarget == nullptr)
|
|
|
+ return;
|
|
|
+
|
|
|
+ CameraData& camData = mCameraData[camera];
|
|
|
+ camData.opaqueQueue = bs_shared_ptr_new<RenderQueue>(mCoreOptions->stateReductionMode);
|
|
|
+
|
|
|
+ StateReduction transparentStateReduction = mCoreOptions->stateReductionMode;
|
|
|
+ if (transparentStateReduction == StateReduction::Material)
|
|
|
+ transparentStateReduction = StateReduction::Distance; // Transparent object MUST be sorted by distance
|
|
|
+
|
|
|
+ camData.transparentQueue = bs_shared_ptr_new<RenderQueue>(transparentStateReduction);
|
|
|
+
|
|
|
+ // Register in render target list
|
|
|
+ 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 render targets based on priority
|
|
|
+ auto cameraComparer = [&](const CameraCore* a, const CameraCore* 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 CameraCore*>& cameras = camerasPerTarget.cameras;
|
|
|
+
|
|
|
+ std::sort(begin(cameras), end(cameras), cameraComparer);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ void RenderBeast::_notifyCameraRemoved(const CameraCore* camera)
|
|
|
+ {
|
|
|
+ mCameraData.erase(camera);
|
|
|
+
|
|
|
+ // Remove from render target list
|
|
|
+ for (auto iterTarget = mRenderTargets.begin(); iterTarget != mRenderTargets.end(); ++iterTarget)
|
|
|
+ {
|
|
|
+ RenderTargetData& target = *iterTarget;
|
|
|
+ for (auto iterCam = target.cameras.begin(); iterCam != target.cameras.end(); ++iterCam)
|
|
|
+ {
|
|
|
+ if (camera == *iterCam)
|
|
|
+ {
|
|
|
+ target.cameras.erase(iterCam);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if (target.cameras.empty())
|
|
|
+ {
|
|
|
+ mRenderTargets.erase(iterTarget);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ void RenderBeast::setOptions(const SPtr<CoreRendererOptions>& options)
|
|
|
+ {
|
|
|
+ mOptions = std::static_pointer_cast<RenderBeastOptions>(options);
|
|
|
+ mOptionsDirty = true;
|
|
|
+ }
|
|
|
+
|
|
|
+ SPtr<CoreRendererOptions> RenderBeast::getOptions() const
|
|
|
+ {
|
|
|
+ return mOptions;
|
|
|
+ }
|
|
|
+
|
|
|
+ void RenderBeast::renderAll()
|
|
|
+ {
|
|
|
+ // Sync all dirty sim thread CoreObject data to core thread
|
|
|
+ CoreObjectManager::instance().syncToCore(gCoreAccessor());
|
|
|
+
|
|
|
+ if (mOptionsDirty)
|
|
|
+ {
|
|
|
+ gCoreAccessor().queueCommand(std::bind(&RenderBeast::syncRenderOptions, this, *mOptions));
|
|
|
+ mOptionsDirty = false;
|
|
|
+ }
|
|
|
+
|
|
|
+ gCoreAccessor().queueCommand(std::bind(&RenderBeast::renderAllCore, this, gTime().getTime()));
|
|
|
+ }
|
|
|
+
|
|
|
+ void RenderBeast::syncRenderOptions(const RenderBeastOptions& options)
|
|
|
+ {
|
|
|
+ bool filteringChanged = mCoreOptions->filtering != options.filtering;
|
|
|
+ if (options.filtering == RenderBeastFiltering::Anisotropic)
|
|
|
+ filteringChanged |= mCoreOptions->anisotropyMax != options.anisotropyMax;
|
|
|
+
|
|
|
+ if (filteringChanged)
|
|
|
+ refreshSamplerOverrides(true);
|
|
|
+
|
|
|
+ *mCoreOptions = options;
|
|
|
+
|
|
|
+ for (auto& cameraData : mCameraData)
|
|
|
+ {
|
|
|
+ cameraData.second.opaqueQueue->setStateReduction(mCoreOptions->stateReductionMode);
|
|
|
+
|
|
|
+ StateReduction transparentStateReduction = mCoreOptions->stateReductionMode;
|
|
|
+ if (transparentStateReduction == StateReduction::Material)
|
|
|
+ transparentStateReduction = StateReduction::Distance; // Transparent object MUST be sorted by distance
|
|
|
+
|
|
|
+ cameraData.second.transparentQueue->setStateReduction(transparentStateReduction);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ void RenderBeast::renderAllCore(float time)
|
|
|
+ {
|
|
|
+ THROW_IF_NOT_CORE_THREAD;
|
|
|
+
|
|
|
+ gProfilerCPU().beginSample("renderAllCore");
|
|
|
+
|
|
|
+ // Note: I'm iterating over all sampler states every frame. If this ends up being a performance
|
|
|
+ // issue consider handling this internally in MaterialCore which can only do it when sampler states
|
|
|
+ // are actually modified after sync
|
|
|
+ refreshSamplerOverrides();
|
|
|
+
|
|
|
+ // Update global per-frame hardware buffers
|
|
|
+ mStaticHandler->updatePerFrameBuffers(time);
|
|
|
+
|
|
|
+ // Generate render queues per camera
|
|
|
+ for (auto& cameraData : mCameraData)
|
|
|
+ {
|
|
|
+ const CameraCore* camera = cameraData.first;
|
|
|
+ determineVisible(*camera);
|
|
|
+ }
|
|
|
+
|
|
|
+ // Render everything, target by target
|
|
|
+ for (auto& renderTargetData : mRenderTargets)
|
|
|
+ {
|
|
|
+ SPtr<RenderTargetCore> target = renderTargetData.target;
|
|
|
+ Vector<const CameraCore*>& cameras = renderTargetData.cameras;
|
|
|
+
|
|
|
+ RenderAPICore::instance().beginFrame();
|
|
|
+
|
|
|
+ UINT32 numCameras = (UINT32)cameras.size();
|
|
|
+ for (UINT32 i = 0; i < numCameras; i++)
|
|
|
+ render(renderTargetData, i);
|
|
|
+
|
|
|
+ RenderAPICore::instance().endFrame();
|
|
|
+ RenderAPICore::instance().swapBuffers(target);
|
|
|
+ }
|
|
|
+
|
|
|
+ gProfilerCPU().endSample("renderAllCore");
|
|
|
+ }
|
|
|
+
|
|
|
+ void RenderBeast::render(RenderTargetData& rtData, UINT32 camIdx)
|
|
|
+ {
|
|
|
+ gProfilerCPU().beginSample("Render");
|
|
|
+
|
|
|
+ const CameraCore* camera = rtData.cameras[camIdx];
|
|
|
+ CameraData& camData = mCameraData[camera];
|
|
|
+
|
|
|
+ SPtr<ViewportCore> viewport = camera->getViewport();
|
|
|
+ CameraShaderData cameraShaderData = getCameraShaderData(*camera);
|
|
|
+
|
|
|
+ mStaticHandler->updatePerCameraBuffers(cameraShaderData);
|
|
|
+
|
|
|
+ // Render scene objects to g-buffer
|
|
|
+ bool hasGBuffer = ((UINT32)camera->getFlags() & (UINT32)CameraFlags::Overlay) == 0;
|
|
|
+
|
|
|
+ if (hasGBuffer)
|
|
|
+ {
|
|
|
+ bool createGBuffer = camData.target == nullptr ||
|
|
|
+ camData.target->getHDR() != mCoreOptions->hdr ||
|
|
|
+ camData.target->getNumSamples() != mCoreOptions->msaa;
|
|
|
+
|
|
|
+ if (createGBuffer)
|
|
|
+ camData.target = RenderTargets::create(viewport, mCoreOptions->hdr, mCoreOptions->msaa);
|
|
|
+
|
|
|
+ camData.target->allocate();
|
|
|
+ camData.target->bindGBuffer();
|
|
|
+ }
|
|
|
+ else
|
|
|
+ camData.target = nullptr;
|
|
|
+
|
|
|
+ // Trigger pre-scene callbacks
|
|
|
+ auto iterCameraCallbacks = mRenderCallbacks.find(camera);
|
|
|
+ if (iterCameraCallbacks != mRenderCallbacks.end())
|
|
|
+ {
|
|
|
+ for (auto& callbackPair : iterCameraCallbacks->second)
|
|
|
+ {
|
|
|
+ const RenderCallbackData& callbackData = callbackPair.second;
|
|
|
+
|
|
|
+ if (callbackData.overlay)
|
|
|
+ continue;
|
|
|
+
|
|
|
+ if (callbackPair.first >= 0)
|
|
|
+ break;
|
|
|
+
|
|
|
+ callbackData.callback();
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if (hasGBuffer)
|
|
|
+ {
|
|
|
+ // Render base pass
|
|
|
+ const Vector<RenderQueueElement>& opaqueElements = camData.opaqueQueue->getSortedElements();
|
|
|
+ for (auto iter = opaqueElements.begin(); iter != opaqueElements.end(); ++iter)
|
|
|
+ {
|
|
|
+ BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
|
|
|
+ SPtr<MaterialCore> material = renderElem->material;
|
|
|
+
|
|
|
+ UINT32 rendererId = renderElem->renderableId;
|
|
|
+ Matrix4 worldViewProjMatrix = cameraShaderData.viewProj * mRenderableShaderData[rendererId].worldTransform;
|
|
|
+
|
|
|
+ mStaticHandler->updatePerObjectBuffers(*renderElem, mRenderableShaderData[rendererId], worldViewProjMatrix);
|
|
|
+ mStaticHandler->bindGlobalBuffers(*renderElem); // Note: If I can keep global buffer slot indexes the same between shaders I could only bind these once
|
|
|
+ mStaticHandler->bindPerObjectBuffers(*renderElem);
|
|
|
+
|
|
|
+ if (iter->applyPass)
|
|
|
+ {
|
|
|
+ SPtr<PassCore> pass = material->getPass(iter->passIdx);
|
|
|
+ setPass(pass);
|
|
|
+ }
|
|
|
+
|
|
|
+ SPtr<PassParametersCore> passParams = material->getPassParameters(iter->passIdx);
|
|
|
+
|
|
|
+ if (renderElem->samplerOverrides != nullptr)
|
|
|
+ setPassParams(passParams, &renderElem->samplerOverrides->passes[iter->passIdx]);
|
|
|
+ else
|
|
|
+ setPassParams(passParams, nullptr);
|
|
|
+
|
|
|
+ gRendererUtility().draw(iter->renderElem->mesh, iter->renderElem->subMesh);
|
|
|
+ }
|
|
|
+
|
|
|
+ camData.target->bindSceneColor();
|
|
|
+
|
|
|
+ // Render light pass
|
|
|
+ SPtr<MaterialCore> dirMaterial = mDirLightMat->getMaterial();
|
|
|
+ SPtr<PassCore> dirPass = dirMaterial->getPass(0);
|
|
|
+
|
|
|
+ setPass(dirPass);
|
|
|
+ mDirLightMat->setGBuffer(camData.target);
|
|
|
+
|
|
|
+ for (auto& light : mDirectionalLights)
|
|
|
+ {
|
|
|
+ if (!light.internal->getIsActive())
|
|
|
+ continue;
|
|
|
+
|
|
|
+ mDirLightMat->setParameters(light.internal);
|
|
|
+
|
|
|
+ // TODO - Bind parameters to the pipeline manually as I don't need to re-bind gbuffer textures for every light
|
|
|
+ setPassParams(dirMaterial->getPassParameters(0), nullptr);
|
|
|
+ gRendererUtility().drawScreenQuad(*viewport);
|
|
|
+ }
|
|
|
+
|
|
|
+ SPtr<MaterialCore> pointMaterial = mPointLightMat->getMaterial();
|
|
|
+ SPtr<PassCore> pointPass = pointMaterial->getPass(0);
|
|
|
+
|
|
|
+ setPass(pointPass);
|
|
|
+ mPointLightMat->setGBuffer(camData.target);
|
|
|
+
|
|
|
+ // TODO - Cull lights based on visibility, right now I just iterate over all of them.
|
|
|
+ for (auto& light : mPointLights)
|
|
|
+ {
|
|
|
+ if (!light.internal->getIsActive())
|
|
|
+ continue;
|
|
|
+
|
|
|
+ mPointLightMat->setParameters(light.internal);
|
|
|
+
|
|
|
+ // TODO - Bind parameters to the pipeline manually as I don't need to re-bind gbuffer textures for every light
|
|
|
+ setPassParams(dirMaterial->getPassParameters(0), nullptr);
|
|
|
+ SPtr<MeshCore> mesh = light.internal->getMesh();
|
|
|
+ gRendererUtility().draw(mesh, mesh->getProperties().getSubMesh(0));
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ // Prepare final render target
|
|
|
+ SPtr<RenderTargetCore> target = rtData.target;
|
|
|
+
|
|
|
+ RenderAPICore::instance().setRenderTarget(target);
|
|
|
+ RenderAPICore::instance().setViewport(viewport->getNormArea());
|
|
|
+
|
|
|
+ // If first camera in render target, prepare the render target
|
|
|
+ if (camIdx == 0)
|
|
|
+ {
|
|
|
+ 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 transparent objects (TODO - No lighting yet)
|
|
|
+ const Vector<RenderQueueElement>& transparentElements = camData.transparentQueue->getSortedElements();
|
|
|
+ for (auto iter = transparentElements.begin(); iter != transparentElements.end(); ++iter)
|
|
|
+ {
|
|
|
+ BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
|
|
|
+ SPtr<MaterialCore> material = renderElem->material;
|
|
|
+
|
|
|
+ UINT32 rendererId = renderElem->renderableId;
|
|
|
+ Matrix4 worldViewProjMatrix = cameraShaderData.viewProj * mRenderableShaderData[rendererId].worldTransform;
|
|
|
+
|
|
|
+ mStaticHandler->updatePerObjectBuffers(*renderElem, mRenderableShaderData[rendererId], worldViewProjMatrix);
|
|
|
+ mStaticHandler->bindGlobalBuffers(*renderElem); // Note: If I can keep global buffer slot indexes the same between shaders I could only bind these once
|
|
|
+ mStaticHandler->bindPerObjectBuffers(*renderElem);
|
|
|
+
|
|
|
+ if (iter->applyPass)
|
|
|
+ {
|
|
|
+ SPtr<PassCore> pass = material->getPass(iter->passIdx);
|
|
|
+ setPass(pass);
|
|
|
+ }
|
|
|
+
|
|
|
+ SPtr<PassParametersCore> passParams = material->getPassParameters(iter->passIdx);
|
|
|
+
|
|
|
+ if (renderElem->samplerOverrides != nullptr)
|
|
|
+ setPassParams(passParams, &renderElem->samplerOverrides->passes[iter->passIdx]);
|
|
|
+ else
|
|
|
+ setPassParams(passParams, nullptr);
|
|
|
+
|
|
|
+ gRendererUtility().draw(iter->renderElem->mesh, iter->renderElem->subMesh);
|
|
|
+ }
|
|
|
+
|
|
|
+ camData.opaqueQueue->clear();
|
|
|
+ camData.transparentQueue->clear();
|
|
|
+
|
|
|
+ // Render non-overlay post-scene callbacks
|
|
|
+ if (iterCameraCallbacks != mRenderCallbacks.end())
|
|
|
+ {
|
|
|
+ for (auto& callbackPair : iterCameraCallbacks->second)
|
|
|
+ {
|
|
|
+ const RenderCallbackData& callbackData = callbackPair.second;
|
|
|
+
|
|
|
+ if (callbackData.overlay || callbackPair.first < 0)
|
|
|
+ continue;
|
|
|
+
|
|
|
+ callbackData.callback();
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if (hasGBuffer)
|
|
|
+ {
|
|
|
+ // TODO - Instead of doing a separate resolve here I could potentially perform a resolve directly in the
|
|
|
+ // light pass.
|
|
|
+ camData.target->resolve();
|
|
|
+ }
|
|
|
+
|
|
|
+ // Render overlay post-scene callbacks
|
|
|
+ if (iterCameraCallbacks != mRenderCallbacks.end())
|
|
|
+ {
|
|
|
+ for (auto& callbackPair : iterCameraCallbacks->second)
|
|
|
+ {
|
|
|
+ const RenderCallbackData& callbackData = callbackPair.second;
|
|
|
+
|
|
|
+ if (!callbackData.overlay)
|
|
|
+ continue;
|
|
|
+
|
|
|
+ callbackData.callback();
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if (hasGBuffer)
|
|
|
+ camData.target->release();
|
|
|
+
|
|
|
+ gProfilerCPU().endSample("Render");
|
|
|
+ }
|
|
|
+
|
|
|
+ void RenderBeast::determineVisible(const CameraCore& camera)
|
|
|
+ {
|
|
|
+ CameraData& cameraData = mCameraData[&camera];
|
|
|
+
|
|
|
+ UINT64 cameraLayers = camera.getLayers();
|
|
|
+ ConvexVolume worldFrustum = camera.getWorldFrustum();
|
|
|
+
|
|
|
+ // Update per-object param buffers and queue render elements
|
|
|
+ for (auto& renderableData : mRenderables)
|
|
|
+ {
|
|
|
+ RenderableCore* renderable = renderableData.renderable;
|
|
|
+ RenderableHandler* controller = renderableData.controller;
|
|
|
+ UINT32 renderableType = renderable->getRenderableType();
|
|
|
+ UINT32 rendererId = renderable->getRendererId();
|
|
|
+
|
|
|
+ if ((renderable->getLayer() & cameraLayers) == 0)
|
|
|
+ continue;
|
|
|
+
|
|
|
+ // 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)
|
|
|
+ {
|
|
|
+ bool isTransparent = (renderElem.material->getShader()->getFlags() & (UINT32)ShaderFlags::Transparent) != 0;
|
|
|
+
|
|
|
+ if (isTransparent)
|
|
|
+ cameraData.transparentQueue->add(&renderElem, distanceToCamera);
|
|
|
+ else
|
|
|
+ cameraData.opaqueQueue->add(&renderElem, distanceToCamera);
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ cameraData.opaqueQueue->sort();
|
|
|
+ cameraData.transparentQueue->sort();
|
|
|
+ }
|
|
|
+
|
|
|
+ Vector2 RenderBeast::getDeviceZTransform(const Matrix4& projMatrix)
|
|
|
+ {
|
|
|
+ Vector2 output;
|
|
|
+ output.x = 1.0f / projMatrix[2][2];
|
|
|
+ output.y = projMatrix[2][3] / projMatrix[2][2];
|
|
|
+
|
|
|
+ return output;
|
|
|
+ }
|
|
|
+
|
|
|
+ CameraShaderData RenderBeast::getCameraShaderData(const CameraCore& camera)
|
|
|
+ {
|
|
|
+ CameraShaderData data;
|
|
|
+ data.proj = camera.getProjectionMatrixRS();
|
|
|
+ data.view = camera.getViewMatrix();
|
|
|
+ data.viewProj = data.proj * data.view;
|
|
|
+ data.invProj = data.proj.inverse();
|
|
|
+ data.viewDir = camera.getForward();
|
|
|
+ data.viewOrigin = camera.getPosition();
|
|
|
+ data.deviceZToWorldZ = getDeviceZTransform(data.proj);
|
|
|
+
|
|
|
+ SPtr<ViewportCore> viewport = camera.getViewport();
|
|
|
+ SPtr<RenderTargetCore> rt = viewport->getTarget();
|
|
|
+
|
|
|
+ float halfWidth = viewport->getWidth() / 2.0f;
|
|
|
+ float halfHeight = viewport->getHeight() / 2.0f;
|
|
|
+
|
|
|
+ float rtWidth = (float)rt->getProperties().getWidth();
|
|
|
+ float rtHeight = (float)rt->getProperties().getHeight();
|
|
|
+
|
|
|
+ RenderAPICore& rapi = RenderAPICore::instance();
|
|
|
+
|
|
|
+ data.clipToUVScaleOffset.x = (halfWidth / 2.0f) / rtWidth;
|
|
|
+ data.clipToUVScaleOffset.y = (halfHeight / 2.0f) / rtHeight;
|
|
|
+ data.clipToUVScaleOffset.z = (viewport->getX() + halfWidth + rapi.getHorizontalTexelOffset()) / rtWidth;
|
|
|
+ data.clipToUVScaleOffset.w = (viewport->getY() + halfHeight + rapi.getHorizontalTexelOffset()) / rtHeight;
|
|
|
+
|
|
|
+ return data;
|
|
|
+ }
|
|
|
+
|
|
|
+ void RenderBeast::refreshSamplerOverrides(bool force)
|
|
|
+ {
|
|
|
+ for (auto& entry : mSamplerOverrides)
|
|
|
+ {
|
|
|
+ SPtr<MaterialCore> material = entry.first;
|
|
|
+
|
|
|
+ if (force)
|
|
|
+ {
|
|
|
+ SamplerOverrideUtility::destroySamplerOverrides(entry.second);
|
|
|
+ entry.second = SamplerOverrideUtility::generateSamplerOverrides(material, mCoreOptions);
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ MaterialSamplerOverrides* materialOverrides = entry.second;
|
|
|
+ UINT32 numPasses = material->getNumPasses();
|
|
|
+
|
|
|
+ assert(numPasses == materialOverrides->numPasses);
|
|
|
+ for (UINT32 i = 0; i < numPasses; i++)
|
|
|
+ {
|
|
|
+ SPtr<PassParametersCore> passParams = material->getPassParameters(i);
|
|
|
+ PassSamplerOverrides& passOverrides = materialOverrides->passes[i];
|
|
|
+
|
|
|
+ for (UINT32 j = 0; j < PassParametersCore::NUM_PARAMS; j++)
|
|
|
+ {
|
|
|
+ StageSamplerOverrides& stageOverrides = passOverrides.stages[j];
|
|
|
+
|
|
|
+ SPtr<GpuParamsCore> params = passParams->getParamByIdx(j);
|
|
|
+ if (params == nullptr)
|
|
|
+ continue;
|
|
|
+
|
|
|
+ const GpuParamDesc& paramDesc = params->getParamDesc();
|
|
|
+
|
|
|
+ for (auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
|
|
|
+ {
|
|
|
+ UINT32 slot = iter->second.slot;
|
|
|
+ SPtr<SamplerStateCore> samplerState = params->getSamplerState(slot);
|
|
|
+
|
|
|
+ assert(stageOverrides.numStates > slot);
|
|
|
+
|
|
|
+ if (samplerState != stageOverrides.stateOverrides[slot])
|
|
|
+ {
|
|
|
+ if (samplerState != nullptr)
|
|
|
+ stageOverrides.stateOverrides[slot] = SamplerOverrideUtility::generateSamplerOverride(samplerState, mCoreOptions);
|
|
|
+ else
|
|
|
+ stageOverrides.stateOverrides[slot] = SamplerOverrideUtility::generateSamplerOverride(SamplerStateCore::getDefault(), mCoreOptions);;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ void RenderBeast::setPass(const SPtr<PassCore>& pass)
|
|
|
+ {
|
|
|
+ THROW_IF_NOT_CORE_THREAD;
|
|
|
+
|
|
|
+ RenderAPICore& rs = RenderAPICore::instance();
|
|
|
+
|
|
|
+ struct StageData
|
|
|
+ {
|
|
|
+ GpuProgramType type;
|
|
|
+ bool enable;
|
|
|
+ SPtr<GpuProgramCore> program;
|
|
|
+ };
|
|
|
+
|
|
|
+ const UINT32 numStages = 6;
|
|
|
+ StageData stages[numStages] =
|
|
|
+ {
|
|
|
+ { GPT_VERTEX_PROGRAM, pass->hasVertexProgram(), pass->getVertexProgram() },
|
|
|
+ { GPT_FRAGMENT_PROGRAM, pass->hasFragmentProgram(), pass->getFragmentProgram() },
|
|
|
+ { GPT_GEOMETRY_PROGRAM, pass->hasGeometryProgram(), pass->getGeometryProgram() },
|
|
|
+ { GPT_HULL_PROGRAM, pass->hasHullProgram(), pass->getHullProgram() },
|
|
|
+ { GPT_DOMAIN_PROGRAM, pass->hasDomainProgram(), pass->getDomainProgram() },
|
|
|
+ { GPT_COMPUTE_PROGRAM, pass->hasComputeProgram(), pass->getComputeProgram() }
|
|
|
+ };
|
|
|
+
|
|
|
+ for (UINT32 i = 0; i < numStages; i++)
|
|
|
+ {
|
|
|
+ const StageData& stage = stages[i];
|
|
|
+
|
|
|
+ if (stage.enable)
|
|
|
+ rs.bindGpuProgram(stage.program);
|
|
|
+ else
|
|
|
+ rs.unbindGpuProgram(stage.type);
|
|
|
+ }
|
|
|
+
|
|
|
+ // Set up non-texture related pass settings
|
|
|
+ if (pass->getBlendState() != nullptr)
|
|
|
+ rs.setBlendState(pass->getBlendState());
|
|
|
+ else
|
|
|
+ rs.setBlendState(BlendStateCore::getDefault());
|
|
|
+
|
|
|
+ if (pass->getDepthStencilState() != nullptr)
|
|
|
+ rs.setDepthStencilState(pass->getDepthStencilState(), pass->getStencilRefValue());
|
|
|
+ else
|
|
|
+ rs.setDepthStencilState(DepthStencilStateCore::getDefault(), pass->getStencilRefValue());
|
|
|
+
|
|
|
+ if (pass->getRasterizerState() != nullptr)
|
|
|
+ rs.setRasterizerState(pass->getRasterizerState());
|
|
|
+ else
|
|
|
+ rs.setRasterizerState(RasterizerStateCore::getDefault());
|
|
|
+ }
|
|
|
+
|
|
|
+ void RenderBeast::setPassParams(const SPtr<PassParametersCore>& passParams, const PassSamplerOverrides* samplerOverrides)
|
|
|
+ {
|
|
|
+ THROW_IF_NOT_CORE_THREAD;
|
|
|
+
|
|
|
+ RenderAPICore& rs = RenderAPICore::instance();
|
|
|
+
|
|
|
+ struct StageData
|
|
|
+ {
|
|
|
+ GpuProgramType type;
|
|
|
+ SPtr<GpuParamsCore> params;
|
|
|
+ };
|
|
|
+
|
|
|
+ const UINT32 numStages = 6;
|
|
|
+ StageData stages[numStages] =
|
|
|
+ {
|
|
|
+ { GPT_VERTEX_PROGRAM, passParams->mVertParams },
|
|
|
+ { GPT_FRAGMENT_PROGRAM, passParams->mFragParams },
|
|
|
+ { GPT_GEOMETRY_PROGRAM, passParams->mGeomParams },
|
|
|
+ { GPT_HULL_PROGRAM, passParams->mHullParams },
|
|
|
+ { GPT_DOMAIN_PROGRAM, passParams->mDomainParams },
|
|
|
+ { GPT_COMPUTE_PROGRAM, passParams->mComputeParams }
|
|
|
+ };
|
|
|
+
|
|
|
+ for (UINT32 i = 0; i < numStages; i++)
|
|
|
+ {
|
|
|
+ const StageData& stage = stages[i];
|
|
|
+
|
|
|
+ SPtr<GpuParamsCore> params = stage.params;
|
|
|
+ if (params == nullptr)
|
|
|
+ continue;
|
|
|
+
|
|
|
+ const GpuParamDesc& paramDesc = params->getParamDesc();
|
|
|
+
|
|
|
+ for (auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
|
|
|
+ {
|
|
|
+ SPtr<SamplerStateCore> samplerState;
|
|
|
+
|
|
|
+ if (samplerOverrides != nullptr)
|
|
|
+ samplerState = samplerOverrides->stages[i].stateOverrides[iter->second.slot];
|
|
|
+ else
|
|
|
+ samplerState = params->getSamplerState(iter->second.slot);
|
|
|
+
|
|
|
+ if (samplerState == nullptr)
|
|
|
+ rs.setSamplerState(stage.type, iter->second.slot, SamplerStateCore::getDefault());
|
|
|
+ else
|
|
|
+ rs.setSamplerState(stage.type, iter->second.slot, samplerState);
|
|
|
+ }
|
|
|
+
|
|
|
+ for (auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
|
|
|
+ {
|
|
|
+ SPtr<TextureCore> texture = params->getTexture(iter->second.slot);
|
|
|
+
|
|
|
+ if (!params->isLoadStoreTexture(iter->second.slot))
|
|
|
+ {
|
|
|
+ if (texture == nullptr)
|
|
|
+ rs.setTexture(stage.type, iter->second.slot, false, nullptr);
|
|
|
+ else
|
|
|
+ rs.setTexture(stage.type, iter->second.slot, true, texture);
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ const TextureSurface& surface = params->getLoadStoreSurface(iter->second.slot);
|
|
|
+
|
|
|
+ if (texture == nullptr)
|
|
|
+ rs.setLoadStoreTexture(stage.type, iter->second.slot, false, nullptr, surface);
|
|
|
+ else
|
|
|
+ rs.setLoadStoreTexture(stage.type, iter->second.slot, true, texture, surface);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ rs.setConstantBuffers(stage.type, params);
|
|
|
+ }
|
|
|
+ }
|
|
|
}
|