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- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
- #include "BsRendererScene.h"
- #include "Renderer/BsCamera.h"
- #include "Renderer/BsLight.h"
- #include "Renderer/BsReflectionProbe.h"
- #include "Mesh/BsMesh.h"
- #include "Renderer/BsRenderer.h"
- #include "Material/BsPass.h"
- #include "Material/BsGpuParamsSet.h"
- #include "BsRenderBeastOptions.h"
- #include "BsRenderBeast.h"
- #include "Renderer/BsSkybox.h"
- namespace bs { namespace ct
- {
- RendererScene::RendererScene(const SPtr<RenderBeastOptions>& options)
- :mOptions(options)
- {
- }
- RendererScene::~RendererScene()
- {
- for (auto& entry : mInfo.renderables)
- bs_delete(entry);
- for (auto& entry : mInfo.views)
- bs_delete(entry);
- assert(mSamplerOverrides.empty());
- }
- void RendererScene::registerCamera(Camera* camera)
- {
- RENDERER_VIEW_DESC viewDesc = createViewDesc(camera);
- RendererView* view = bs_new<RendererView>(viewDesc);
- view->setRenderSettings(camera->getRenderSettings());
- view->updatePerViewBuffer();
- UINT32 viewIdx = (UINT32)mInfo.views.size();
- mInfo.views.push_back(view);
- mInfo.cameraToView[camera] = viewIdx;
- camera->setRendererId(viewIdx);
- updateCameraRenderTargets(camera);
- }
- void RendererScene::updateCamera(Camera* camera, UINT32 updateFlag)
- {
- UINT32 cameraId = camera->getRendererId();
- RendererView* view = mInfo.views[cameraId];
- UINT32 updateEverythingFlag = (UINT32)ActorDirtyFlag::Everything
- | (UINT32)ActorDirtyFlag::Active
- | (UINT32)CameraDirtyFlag::Viewport;
- if((updateFlag & updateEverythingFlag) != 0)
- {
- RENDERER_VIEW_DESC viewDesc = createViewDesc(camera);
- view->setView(viewDesc);
- view->setRenderSettings(camera->getRenderSettings());
- updateCameraRenderTargets(camera);
- }
- else if((updateFlag & (UINT32)CameraDirtyFlag::RenderSettings) != 0)
- {
- view->setRenderSettings(camera->getRenderSettings());
- }
- else // Transform
- {
- view = mInfo.views[cameraId];
- const Transform& tfrm = camera->getTransform();
- view->setTransform(
- tfrm.getPosition(),
- tfrm.getForward(),
- camera->getViewMatrix(),
- camera->getProjectionMatrixRS(),
- camera->getWorldFrustum());
- }
- view->updatePerViewBuffer();
- }
- void RendererScene::unregisterCamera(Camera* camera)
- {
- UINT32 cameraId = camera->getRendererId();
- Camera* lastCamera = mInfo.views.back()->getSceneCamera();
- UINT32 lastCameraId = lastCamera->getRendererId();
-
- if (cameraId != lastCameraId)
- {
- // Swap current last element with the one we want to erase
- std::swap(mInfo.views[cameraId], mInfo.views[lastCameraId]);
- lastCamera->setRendererId(cameraId);
- mInfo.cameraToView[lastCamera] = cameraId;
- }
-
- // Last element is the one we want to erase
- RendererView* view = mInfo.views[mInfo.views.size() - 1];
- bs_delete(view);
- mInfo.views.erase(mInfo.views.end() - 1);
- auto iterFind = mInfo.cameraToView.find(camera);
- if(iterFind != mInfo.cameraToView.end())
- mInfo.cameraToView.erase(iterFind);
- updateCameraRenderTargets(camera, true);
- }
- void RendererScene::registerLight(Light* light)
- {
- if (light->getType() == LightType::Directional)
- {
- UINT32 lightId = (UINT32)mInfo.directionalLights.size();
- light->setRendererId(lightId);
- mInfo.directionalLights.push_back(RendererLight(light));
- }
- else
- {
- if (light->getType() == LightType::Radial)
- {
- UINT32 lightId = (UINT32)mInfo.radialLights.size();
- light->setRendererId(lightId);
- mInfo.radialLights.push_back(RendererLight(light));
- mInfo.radialLightWorldBounds.push_back(light->getBounds());
- }
- else // Spot
- {
- UINT32 lightId = (UINT32)mInfo.spotLights.size();
- light->setRendererId(lightId);
- mInfo.spotLights.push_back(RendererLight(light));
- mInfo.spotLightWorldBounds.push_back(light->getBounds());
- }
- }
- }
- void RendererScene::updateLight(Light* light)
- {
- UINT32 lightId = light->getRendererId();
- if (light->getType() == LightType::Radial)
- mInfo.radialLightWorldBounds[lightId] = light->getBounds();
- else if(light->getType() == LightType::Spot)
- mInfo.spotLightWorldBounds[lightId] = light->getBounds();
- }
- void RendererScene::unregisterLight(Light* light)
- {
- UINT32 lightId = light->getRendererId();
- if (light->getType() == LightType::Directional)
- {
- Light* lastLight = mInfo.directionalLights.back().internal;
- UINT32 lastLightId = lastLight->getRendererId();
- if (lightId != lastLightId)
- {
- // Swap current last element with the one we want to erase
- std::swap(mInfo.directionalLights[lightId], mInfo.directionalLights[lastLightId]);
- lastLight->setRendererId(lightId);
- }
- // Last element is the one we want to erase
- mInfo.directionalLights.erase(mInfo.directionalLights.end() - 1);
- }
- else
- {
- if (light->getType() == LightType::Radial)
- {
- Light* lastLight = mInfo.radialLights.back().internal;
- UINT32 lastLightId = lastLight->getRendererId();
- if (lightId != lastLightId)
- {
- // Swap current last element with the one we want to erase
- std::swap(mInfo.radialLights[lightId], mInfo.radialLights[lastLightId]);
- std::swap(mInfo.radialLightWorldBounds[lightId], mInfo.radialLightWorldBounds[lastLightId]);
- lastLight->setRendererId(lightId);
- }
- // Last element is the one we want to erase
- mInfo.radialLights.erase(mInfo.radialLights.end() - 1);
- mInfo.radialLightWorldBounds.erase(mInfo.radialLightWorldBounds.end() - 1);
- }
- else // Spot
- {
- Light* lastLight = mInfo.spotLights.back().internal;
- UINT32 lastLightId = lastLight->getRendererId();
- if (lightId != lastLightId)
- {
- // Swap current last element with the one we want to erase
- std::swap(mInfo.spotLights[lightId], mInfo.spotLights[lastLightId]);
- std::swap(mInfo.spotLightWorldBounds[lightId], mInfo.spotLightWorldBounds[lastLightId]);
- lastLight->setRendererId(lightId);
- }
- // Last element is the one we want to erase
- mInfo.spotLights.erase(mInfo.spotLights.end() - 1);
- mInfo.spotLightWorldBounds.erase(mInfo.spotLightWorldBounds.end() - 1);
- }
- }
- }
- void RendererScene::registerRenderable(Renderable* renderable)
- {
- UINT32 renderableId = (UINT32)mInfo.renderables.size();
- renderable->setRendererId(renderableId);
- mInfo.renderables.push_back(bs_new<RendererObject>());
- mInfo.renderableCullInfos.push_back(CullInfo(renderable->getBounds(), renderable->getLayer()));
- RendererObject* rendererObject = mInfo.renderables.back();
- rendererObject->renderable = renderable;
- rendererObject->updatePerObjectBuffer();
- SPtr<Mesh> mesh = renderable->getMesh();
- if (mesh != nullptr)
- {
- const MeshProperties& meshProps = mesh->getProperties();
- SPtr<VertexDeclaration> vertexDecl = mesh->getVertexData()->vertexDeclaration;
- for (UINT32 i = 0; i < meshProps.getNumSubMeshes(); i++)
- {
- rendererObject->elements.push_back(BeastRenderableElement());
- BeastRenderableElement& renElement = rendererObject->elements.back();
- renElement.mesh = mesh;
- renElement.subMesh = meshProps.getSubMesh(i);
- renElement.renderableId = renderableId;
- renElement.animType = renderable->getAnimType();
- renElement.animationId = renderable->getAnimationId();
- renElement.morphShapeVersion = 0;
- renElement.morphShapeBuffer = renderable->getMorphShapeBuffer();
- renElement.boneMatrixBuffer = renderable->getBoneMatrixBuffer();
- renElement.morphVertexDeclaration = renderable->getMorphVertexDeclaration();
- 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;
- // If no material use the default material
- if (renElement.material == nullptr)
- renElement.material = Material::create(DefaultMaterial::get()->getShader());
- // Determine which technique to use
- static_assert((UINT32)RenderableAnimType::Count == 4, "RenderableAnimType is expected to have four sequential entries.");
- bool isTransparent = (renElement.material->getShader()->getFlags() & (UINT32)ShaderFlags::Transparent) != 0;
- bool usesForwardRendering = isTransparent;
-
- RenderableAnimType animType = renderable->getAnimType();
- static const ShaderVariation* VAR_LOOKUP[4];
- if(usesForwardRendering)
- {
- bool supportsClusteredForward = gRenderBeast()->getFeatureSet() == RenderBeastFeatureSet::Desktop;
- if(supportsClusteredForward)
- {
- VAR_LOOKUP[0] = &getForwardRenderingVariation<false, false, true>();
- VAR_LOOKUP[1] = &getForwardRenderingVariation<true, false, true>();
- VAR_LOOKUP[2] = &getForwardRenderingVariation<false, true, true>();
- VAR_LOOKUP[3] = &getForwardRenderingVariation<true, true, true>();
- }
- else
- {
- VAR_LOOKUP[0] = &getForwardRenderingVariation<false, false, false>();
- VAR_LOOKUP[1] = &getForwardRenderingVariation<true, false, false>();
- VAR_LOOKUP[2] = &getForwardRenderingVariation<false, true, false>();
- VAR_LOOKUP[3] = &getForwardRenderingVariation<true, true, false>();
- }
- }
- else
- {
- VAR_LOOKUP[0] = &getVertexInputVariation<false, false>();
- VAR_LOOKUP[1] = &getVertexInputVariation<true, false>();
- VAR_LOOKUP[2] = &getVertexInputVariation<false, true>();
- VAR_LOOKUP[3] = &getVertexInputVariation<true, true>();
- }
- const ShaderVariation* variation = VAR_LOOKUP[(int)animType];
- FIND_TECHNIQUE_DESC findDesc;
- findDesc.variation = variation;
- UINT32 techniqueIdx = renElement.material->findTechnique(findDesc);
- if (techniqueIdx == (UINT32)-1)
- techniqueIdx = renElement.material->getDefaultTechnique();
- renElement.techniqueIdx = techniqueIdx;
- // Validate mesh <-> shader vertex bindings
- if (renElement.material != nullptr)
- {
- UINT32 numPasses = renElement.material->getNumPasses(techniqueIdx);
- for (UINT32 j = 0; j < numPasses; j++)
- {
- SPtr<Pass> pass = renElement.material->getPass(j, techniqueIdx);
- SPtr<VertexDeclaration> shaderDecl = pass->getVertexProgram()->getInputDeclaration();
- if (!vertexDecl->isCompatible(shaderDecl))
- {
- Vector<VertexElement> missingElements = vertexDecl->getMissingElements(shaderDecl);
- // If using morph shapes ignore POSITION1 and NORMAL1 missing since we assign them from within the renderer
- if (animType == RenderableAnimType::Morph || animType == RenderableAnimType::SkinnedMorph)
- {
- auto removeIter = std::remove_if(missingElements.begin(), missingElements.end(), [](const VertexElement& x)
- {
- return (x.getSemantic() == VES_POSITION && x.getSemanticIdx() == 1) ||
- (x.getSemantic() == VES_NORMAL && x.getSemanticIdx() == 1);
- });
- missingElements.erase(removeIter, missingElements.end());
- }
- if (!missingElements.empty())
- {
- 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;
- }
- }
- }
- }
- // Generate or assigned renderer specific data for the material
- renElement.params = renElement.material->createParamsSet(techniqueIdx);
- renElement.material->updateParamsSet(renElement.params, true);
- // Generate or assign sampler state overrides
- SamplerOverrideKey samplerKey(renElement.material, techniqueIdx);
- auto iterFind = mSamplerOverrides.find(samplerKey);
- if (iterFind != mSamplerOverrides.end())
- {
- renElement.samplerOverrides = iterFind->second;
- iterFind->second->refCount++;
- }
- else
- {
- SPtr<Shader> shader = renElement.material->getShader();
- MaterialSamplerOverrides* samplerOverrides = SamplerOverrideUtility::generateSamplerOverrides(shader,
- renElement.material->_getInternalParams(), renElement.params, mOptions);
- mSamplerOverrides[samplerKey] = samplerOverrides;
- renElement.samplerOverrides = samplerOverrides;
- samplerOverrides->refCount++;
- }
- }
- }
- }
- void RendererScene::updateRenderable(Renderable* renderable)
- {
- UINT32 renderableId = renderable->getRendererId();
- mInfo.renderables[renderableId]->updatePerObjectBuffer();
- mInfo.renderableCullInfos[renderableId].bounds = renderable->getBounds();
- }
- void RendererScene::unregisterRenderable(Renderable* renderable)
- {
- UINT32 renderableId = renderable->getRendererId();
- Renderable* lastRenerable = mInfo.renderables.back()->renderable;
- UINT32 lastRenderableId = lastRenerable->getRendererId();
- RendererObject* rendererObject = mInfo.renderables[renderableId];
- Vector<BeastRenderableElement>& elements = rendererObject->elements;
- for (auto& element : elements)
- {
- SamplerOverrideKey samplerKey(element.material, element.techniqueIdx);
- auto iterFind = mSamplerOverrides.find(samplerKey);
- 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(mInfo.renderables[renderableId], mInfo.renderables[lastRenderableId]);
- std::swap(mInfo.renderableCullInfos[renderableId], mInfo.renderableCullInfos[lastRenderableId]);
- lastRenerable->setRendererId(renderableId);
- for (auto& element : elements)
- element.renderableId = renderableId;
- }
- // Last element is the one we want to erase
- mInfo.renderables.erase(mInfo.renderables.end() - 1);
- mInfo.renderableCullInfos.erase(mInfo.renderableCullInfos.end() - 1);
- bs_delete(rendererObject);
- }
- void RendererScene::registerReflectionProbe(ReflectionProbe* probe)
- {
- UINT32 probeId = (UINT32)mInfo.reflProbes.size();
- probe->setRendererId(probeId);
- mInfo.reflProbes.push_back(RendererReflectionProbe(probe));
- RendererReflectionProbe& probeInfo = mInfo.reflProbes.back();
- mInfo.reflProbeWorldBounds.push_back(probe->getBounds());
- // Find a spot in cubemap array
- UINT32 numArrayEntries = (UINT32)mInfo.reflProbeCubemapArrayUsedSlots.size();
- for(UINT32 i = 0; i < numArrayEntries; i++)
- {
- if(!mInfo.reflProbeCubemapArrayUsedSlots[i])
- {
- setReflectionProbeArrayIndex(probeId, i, false);
- mInfo.reflProbeCubemapArrayUsedSlots[i] = true;
- break;
- }
- }
- // No empty slot was found
- if (probeInfo.arrayIdx == (UINT32)-1)
- {
- setReflectionProbeArrayIndex(probeId, numArrayEntries, false);
- mInfo.reflProbeCubemapArrayUsedSlots.push_back(true);
- }
- if(probeInfo.arrayIdx > MaxReflectionCubemaps)
- {
- LOGERR("Reached the maximum number of allowed reflection probe cubemaps at once. "
- "Ignoring reflection probe data.");
- }
- }
- void RendererScene::updateReflectionProbe(ReflectionProbe* probe, bool texture)
- {
- // Should only get called if transform changes, any other major changes and ReflProbeInfo entry gets rebuild
- UINT32 probeId = probe->getRendererId();
- mInfo.reflProbeWorldBounds[probeId] = probe->getBounds();
- if (texture)
- {
- RendererReflectionProbe& probeInfo = mInfo.reflProbes[probeId];
- probeInfo.arrayDirty = true;
- }
- }
- void RendererScene::unregisterReflectionProbe(ReflectionProbe* probe)
- {
- UINT32 probeId = probe->getRendererId();
- UINT32 arrayIdx = mInfo.reflProbes[probeId].arrayIdx;
- if (arrayIdx != (UINT32)-1)
- mInfo.reflProbeCubemapArrayUsedSlots[arrayIdx] = false;
- ReflectionProbe* lastProbe = mInfo.reflProbes.back().probe;
- UINT32 lastProbeId = lastProbe->getRendererId();
- if (probeId != lastProbeId)
- {
- // Swap current last element with the one we want to erase
- std::swap(mInfo.reflProbes[probeId], mInfo.reflProbes[lastProbeId]);
- std::swap(mInfo.reflProbeWorldBounds[probeId], mInfo.reflProbeWorldBounds[lastProbeId]);
- lastProbe->setRendererId(probeId);
- }
- // Last element is the one we want to erase
- mInfo.reflProbes.erase(mInfo.reflProbes.end() - 1);
- mInfo.reflProbeWorldBounds.erase(mInfo.reflProbeWorldBounds.end() - 1);
- }
- void RendererScene::setReflectionProbeArrayIndex(UINT32 probeIdx, UINT32 arrayIdx, bool markAsClean)
- {
- RendererReflectionProbe* probe = &mInfo.reflProbes[probeIdx];
- probe->arrayIdx = arrayIdx;
- if (markAsClean)
- probe->arrayDirty = false;
- }
- void RendererScene::registerLightProbeVolume(LightProbeVolume* volume)
- {
- mInfo.lightProbes.notifyAdded(volume);
- }
- void RendererScene::updateLightProbeVolume(LightProbeVolume* volume)
- {
- mInfo.lightProbes.notifyDirty(volume);
- }
- void RendererScene::unregisterLightProbeVolume(LightProbeVolume* volume)
- {
- mInfo.lightProbes.notifyRemoved(volume);
- }
- void RendererScene::updateLightProbes()
- {
- mInfo.lightProbes.updateProbes();
- }
- void RendererScene::registerSkybox(Skybox* skybox)
- {
- mInfo.skybox = skybox;
- }
- void RendererScene::unregisterSkybox(Skybox* skybox)
- {
- if (mInfo.skybox == skybox)
- mInfo.skybox = nullptr;
- }
- void RendererScene::setOptions(const SPtr<RenderBeastOptions>& options)
- {
- mOptions = options;
- for (auto& entry : mInfo.views)
- entry->setStateReductionMode(mOptions->stateReductionMode);
- }
- RENDERER_VIEW_DESC RendererScene::createViewDesc(Camera* camera) const
- {
- SPtr<Viewport> viewport = camera->getViewport();
- ClearFlags clearFlags = viewport->getClearFlags();
- RENDERER_VIEW_DESC viewDesc;
- viewDesc.target.clearFlags = 0;
- if (clearFlags.isSet(ClearFlagBits::Color))
- viewDesc.target.clearFlags |= FBT_COLOR;
- if (clearFlags.isSet(ClearFlagBits::Depth))
- viewDesc.target.clearFlags |= FBT_DEPTH;
- if (clearFlags.isSet(ClearFlagBits::Stencil))
- viewDesc.target.clearFlags |= FBT_STENCIL;
- viewDesc.target.clearColor = viewport->getClearColorValue();
- viewDesc.target.clearDepthValue = viewport->getClearDepthValue();
- viewDesc.target.clearStencilValue = viewport->getClearStencilValue();
- viewDesc.target.target = viewport->getTarget();
- viewDesc.target.nrmViewRect = viewport->getArea();
- viewDesc.target.viewRect = viewport->getPixelArea();
- if (viewDesc.target.target != nullptr)
- {
- viewDesc.target.targetWidth = viewDesc.target.target->getProperties().width;
- viewDesc.target.targetHeight = viewDesc.target.target->getProperties().height;
- }
- else
- {
- viewDesc.target.targetWidth = 0;
- viewDesc.target.targetHeight = 0;
- }
- viewDesc.target.numSamples = camera->getMSAACount();
- viewDesc.triggerCallbacks = true;
- viewDesc.runPostProcessing = true;
- viewDesc.capturingReflections = false;
- viewDesc.cullFrustum = camera->getWorldFrustum();
- viewDesc.visibleLayers = camera->getLayers();
- viewDesc.nearPlane = camera->getNearClipDistance();
- viewDesc.farPlane = camera->getFarClipDistance();
- viewDesc.flipView = false;
- const Transform& tfrm = camera->getTransform();
- viewDesc.viewOrigin = tfrm.getPosition();
- viewDesc.viewDirection = tfrm.getForward();
- viewDesc.projTransform = camera->getProjectionMatrixRS();
- viewDesc.viewTransform = camera->getViewMatrix();
- viewDesc.projType = camera->getProjectionType();
- viewDesc.stateReduction = mOptions->stateReductionMode;
- viewDesc.sceneCamera = camera;
- return viewDesc;
- }
- void RendererScene::updateCameraRenderTargets(Camera* camera, bool remove)
- {
- SPtr<RenderTarget> renderTarget = camera->getViewport()->getTarget();
- // Remove from render target list
- int rtChanged = 0; // 0 - No RT, 1 - RT found, 2 - RT changed
- for (auto iterTarget = mInfo.renderTargets.begin(); iterTarget != mInfo.renderTargets.end(); ++iterTarget)
- {
- RendererRenderTarget& target = *iterTarget;
- for (auto iterCam = target.cameras.begin(); iterCam != target.cameras.end(); ++iterCam)
- {
- if (camera == *iterCam)
- {
- if(remove)
- {
- target.cameras.erase(iterCam);
- rtChanged = 1;
-
- }
- else
- {
- if (renderTarget != target.target)
- {
- target.cameras.erase(iterCam);
- rtChanged = 2;
- }
- else
- rtChanged = 1;
- }
- break;
- }
- }
- if (target.cameras.empty())
- {
- mInfo.renderTargets.erase(iterTarget);
- break;
- }
- }
- // Register in render target list
- if (renderTarget != nullptr && !remove && (rtChanged == 0 || rtChanged == 2))
- {
- auto findIter = std::find_if(mInfo.renderTargets.begin(), mInfo.renderTargets.end(),
- [&](const RendererRenderTarget& x) { return x.target == renderTarget; });
- if (findIter != mInfo.renderTargets.end())
- {
- findIter->cameras.push_back(camera);
- }
- else
- {
- mInfo.renderTargets.push_back(RendererRenderTarget());
- RendererRenderTarget& renderTargetData = mInfo.renderTargets.back();
- renderTargetData.target = renderTarget;
- renderTargetData.cameras.push_back(camera);
- }
- // Sort render targets based on priority
- auto cameraComparer = [&](const Camera* a, const Camera* b) { return a->getPriority() > b->getPriority(); };
- auto renderTargetInfoComparer = [&](const RendererRenderTarget& a, const RendererRenderTarget& b)
- { return a.target->getProperties().priority > b.target->getProperties().priority; };
- std::sort(begin(mInfo.renderTargets), end(mInfo.renderTargets), renderTargetInfoComparer);
- for (auto& camerasPerTarget : mInfo.renderTargets)
- {
- Vector<Camera*>& cameras = camerasPerTarget.cameras;
- std::sort(begin(cameras), end(cameras), cameraComparer);
- }
- }
- }
- void RendererScene::refreshSamplerOverrides(bool force)
- {
- bool anyDirty = false;
- for (auto& entry : mSamplerOverrides)
- {
- SPtr<MaterialParams> materialParams = entry.first.material->_getInternalParams();
- MaterialSamplerOverrides* materialOverrides = entry.second;
- for(UINT32 i = 0; i < materialOverrides->numOverrides; i++)
- {
- SamplerOverride& override = materialOverrides->overrides[i];
- const MaterialParamsBase::ParamData* materialParamData = materialParams->getParamData(override.paramIdx);
- SPtr<SamplerState> samplerState;
- materialParams->getSamplerState(*materialParamData, samplerState);
- UINT64 hash = 0;
- if (samplerState != nullptr)
- hash = samplerState->getProperties().getHash();
- if (hash != override.originalStateHash || force)
- {
- if (samplerState != nullptr)
- override.state = SamplerOverrideUtility::generateSamplerOverride(samplerState, mOptions);
- else
- override.state = SamplerOverrideUtility::generateSamplerOverride(SamplerState::getDefault(), mOptions);
- override.originalStateHash = override.state->getProperties().getHash();
- materialOverrides->isDirty = true;
- }
- // Dirty flag can also be set externally, so check here even though we assign it above
- if (materialOverrides->isDirty)
- anyDirty = true;
- }
- }
- // Early exit if possible
- if (!anyDirty)
- return;
- UINT32 numRenderables = (UINT32)mInfo.renderables.size();
- for (UINT32 i = 0; i < numRenderables; i++)
- {
- for(auto& element : mInfo.renderables[i]->elements)
- {
- MaterialSamplerOverrides* overrides = element.samplerOverrides;
- if(overrides != nullptr && overrides->isDirty)
- {
- UINT32 numPasses = element.material->getNumPasses();
- for(UINT32 j = 0; j < numPasses; j++)
- {
- SPtr<GpuParams> params = element.params->getGpuParams(j);
- const UINT32 numStages = 6;
- for (UINT32 k = 0; k < numStages; k++)
- {
- GpuProgramType type = (GpuProgramType)k;
- SPtr<GpuParamDesc> paramDesc = params->getParamDesc(type);
- if (paramDesc == nullptr)
- continue;
- for (auto& samplerDesc : paramDesc->samplers)
- {
- UINT32 set = samplerDesc.second.set;
- UINT32 slot = samplerDesc.second.slot;
- UINT32 overrideIndex = overrides->passes[j].stateOverrides[set][slot];
- if (overrideIndex == (UINT32)-1)
- continue;
- params->setSamplerState(set, slot, overrides->overrides[overrideIndex].state);
- }
- }
- }
- }
- }
- }
- for (auto& entry : mSamplerOverrides)
- entry.second->isDirty = false;
- }
- void RendererScene::prepareRenderable(UINT32 idx, const FrameInfo& frameInfo)
- {
- if (mInfo.renderableReady[idx])
- return;
-
- // Note: Before uploading bone matrices perhaps check if they has actually been changed since last frame
- if(frameInfo.animData != nullptr)
- mInfo.renderables[idx]->renderable->updateAnimationBuffers(*frameInfo.animData);
-
- // Note: Could this step be moved in notifyRenderableUpdated, so it only triggers when material actually gets
- // changed? Although it shouldn't matter much because if the internal versions keeping track of dirty params.
- for (auto& element : mInfo.renderables[idx]->elements)
- element.material->updateParamsSet(element.params);
-
- mInfo.renderables[idx]->perObjectParamBuffer->flushToGPU();
- mInfo.renderableReady[idx] = true;
- }
- }}
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