BsRenderBeast.cpp 24 KB

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  1. #include "BsRenderBeast.h"
  2. #include "BsCamera.h"
  3. #include "BsSceneObject.h"
  4. #include "BsSceneManager.h"
  5. #include "BsRenderable.h"
  6. #include "BsMaterial.h"
  7. #include "BsMesh.h"
  8. #include "BsPass.h"
  9. #include "BsBlendState.h"
  10. #include "BsRasterizerState.h"
  11. #include "BsDepthStencilState.h"
  12. #include "BsSamplerState.h"
  13. #include "BsCoreApplication.h"
  14. #include "BsViewport.h"
  15. #include "BsRenderTarget.h"
  16. #include "BsRenderQueue.h"
  17. #include "BsOverlayManager.h"
  18. #include "BsGUIManager.h"
  19. #include "BsCoreThread.h"
  20. #include "BsGpuParams.h"
  21. #include "BsProfilerCPU.h"
  22. #include "BsShader.h"
  23. #include "BsTechnique.h"
  24. #include "BsDrawList.h"
  25. #include "BsHardwareBufferManager.h"
  26. #include "BsGpuParamBlockBuffer.h"
  27. #include "BsShader.h"
  28. #include "BsLitTexRenderableController.h"
  29. #include "BsTime.h"
  30. #include "BsRenderableElement.h"
  31. #include "BsFrameAlloc.h"
  32. #include "BsCoreObjectManager.h"
  33. #include "BsRenderBeastOptions.h"
  34. #include "BsSamplerOverrides.h"
  35. #include "BsLightInternal.h"
  36. using namespace std::placeholders;
  37. namespace BansheeEngine
  38. {
  39. RenderBeast::RenderBeast()
  40. :mOptions(bs_shared_ptr_new<RenderBeastOptions>()), mOptionsDirty(true)
  41. {
  42. }
  43. const StringID& RenderBeast::getName() const
  44. {
  45. static StringID name = "RenderBeast";
  46. return name;
  47. }
  48. void RenderBeast::_onActivated()
  49. {
  50. CoreRenderer::_onActivated();
  51. gCoreAccessor().queueCommand(std::bind(&RenderBeast::initializeCore, this));
  52. }
  53. void RenderBeast::_onDeactivated()
  54. {
  55. CoreRenderer::_onDeactivated();
  56. gCoreAccessor().queueCommand(std::bind(&RenderBeast::destroyCore, this));
  57. gCoreAccessor().submitToCoreThread(true);
  58. }
  59. void RenderBeast::initializeCore()
  60. {
  61. mCoreOptions = bs_shared_ptr_new<RenderBeastOptions>();
  62. mLitTexHandler = bs_new<LitTexRenderableController>();
  63. SPtr<ShaderCore> shader = createDefaultShader();
  64. mDummyMaterial = MaterialCore::create(shader);
  65. }
  66. void RenderBeast::destroyCore()
  67. {
  68. if (mLitTexHandler != nullptr)
  69. bs_delete(mLitTexHandler);
  70. mRenderTargets.clear();
  71. mCameraData.clear();
  72. mRenderables.clear();
  73. assert(mSamplerOverrides.empty());
  74. mDummyMaterial = nullptr;
  75. }
  76. void RenderBeast::_notifyRenderableAdded(RenderableHandlerCore* renderable)
  77. {
  78. UINT32 renderableId = (UINT32)mRenderables.size();
  79. renderable->setRendererId(renderableId);
  80. mRenderables.push_back(RenderableData());
  81. mWorldTransforms.push_back(renderable->getTransform());
  82. mWorldBounds.push_back(renderable->getBounds());
  83. RenderableData& renderableData = mRenderables.back();
  84. renderableData.renderable = renderable;
  85. if (renderable->getRenderableType() == RenType_LitTextured)
  86. renderableData.controller = mLitTexHandler;
  87. else
  88. renderableData.controller = nullptr;
  89. SPtr<MeshCore> mesh = renderable->getMesh();
  90. if (mesh != nullptr)
  91. {
  92. const MeshProperties& meshProps = mesh->getProperties();
  93. for (UINT32 i = 0; i < meshProps.getNumSubMeshes(); i++)
  94. {
  95. renderableData.elements.push_back(BeastRenderableElement());
  96. BeastRenderableElement& renElement = renderableData.elements.back();
  97. renElement.mesh = mesh;
  98. renElement.subMesh = meshProps.getSubMesh(i);
  99. renElement.renderableId = renderableId;
  100. renElement.material = renderable->getMaterial(i);
  101. if (renElement.material == nullptr)
  102. renElement.material = renderable->getMaterial(0);
  103. if (renElement.material == nullptr)
  104. renElement.material = mDummyMaterial;
  105. auto iterFind = mSamplerOverrides.find(renElement.material);
  106. if (iterFind != mSamplerOverrides.end())
  107. {
  108. renElement.samplerOverrides = iterFind->second;
  109. iterFind->second->refCount++;
  110. }
  111. else
  112. {
  113. MaterialSamplerOverrides* samplerOverrides = SamplerOverrideUtility::generateSamplerOverrides(renElement.material, mCoreOptions);
  114. mSamplerOverrides[renElement.material] = samplerOverrides;
  115. renElement.samplerOverrides = samplerOverrides;
  116. samplerOverrides->refCount++;
  117. }
  118. if (renderableData.controller != nullptr)
  119. renderableData.controller->initializeRenderElem(renElement);
  120. }
  121. }
  122. }
  123. void RenderBeast::_notifyRenderableRemoved(RenderableHandlerCore* renderable)
  124. {
  125. UINT32 renderableId = renderable->getRendererId();
  126. RenderableHandlerCore* lastRenerable = mRenderables.back().renderable;
  127. UINT32 lastRenderableId = lastRenerable->getRendererId();
  128. Vector<BeastRenderableElement>& elements = mRenderables[renderableId].elements;
  129. for (auto& element : elements)
  130. {
  131. auto iterFind = mSamplerOverrides.find(element.material);
  132. assert(iterFind != mSamplerOverrides.end());
  133. MaterialSamplerOverrides* samplerOverrides = iterFind->second;
  134. samplerOverrides->refCount--;
  135. if (samplerOverrides->refCount == 0)
  136. {
  137. SamplerOverrideUtility::destroySamplerOverrides(samplerOverrides);
  138. mSamplerOverrides.erase(iterFind);
  139. }
  140. element.samplerOverrides = nullptr;
  141. }
  142. if (renderableId != lastRenderableId)
  143. {
  144. // Swap current last element with the one we want to erase
  145. std::swap(mRenderables[renderableId], mRenderables[lastRenderableId]);
  146. std::swap(mWorldBounds[renderableId], mWorldBounds[lastRenderableId]);
  147. std::swap(mWorldTransforms[renderableId], mWorldTransforms[lastRenderableId]);
  148. lastRenerable->setRendererId(renderableId);
  149. Vector<BeastRenderableElement>& lastRenderableElements = mRenderables[renderableId].elements;
  150. for (auto& element : elements)
  151. element.renderableId = renderableId;
  152. }
  153. // Last element is the one we want to erase
  154. mRenderables.erase(mRenderables.end() - 1);
  155. mWorldBounds.erase(mWorldBounds.end() - 1);
  156. mWorldTransforms.erase(mWorldTransforms.end() - 1);
  157. }
  158. void RenderBeast::_notifyRenderableUpdated(RenderableHandlerCore* renderable)
  159. {
  160. UINT32 renderableId = renderable->getRendererId();
  161. mWorldTransforms[renderableId] = renderable->getTransform();
  162. mWorldBounds[renderableId] = renderable->getBounds();
  163. }
  164. void RenderBeast::_notifyLightAdded(LightInternalCore* light)
  165. {
  166. UINT32 lightId = (UINT32)mLights.size();
  167. light->setRendererId(lightId);
  168. mLights.push_back(LightData());
  169. mLightWorldBounds.push_back(light->getBounds());
  170. LightData& lightData = mLights.back();
  171. lightData.internal = light;
  172. }
  173. void RenderBeast::_notifyLightUpdated(LightInternalCore* light)
  174. {
  175. UINT32 lightId = light->getRendererId();
  176. mLightWorldBounds[lightId] = light->getBounds();
  177. }
  178. void RenderBeast::_notifyLightRemoved(LightInternalCore* light)
  179. {
  180. UINT32 lightId = light->getRendererId();
  181. LightInternalCore* lastLight = mLights.back().internal;
  182. UINT32 lastLightId = lastLight->getRendererId();
  183. if (lightId != lastLightId)
  184. {
  185. // Swap current last element with the one we want to erase
  186. std::swap(mLights[lightId], mLights[lastLightId]);
  187. std::swap(mLightWorldBounds[lightId], mLightWorldBounds[lastLightId]);
  188. lastLight->setRendererId(lightId);
  189. }
  190. // Last element is the one we want to erase
  191. mRenderables.erase(mRenderables.end() - 1);
  192. mWorldBounds.erase(mWorldBounds.end() - 1);
  193. mWorldTransforms.erase(mWorldTransforms.end() - 1);
  194. }
  195. void RenderBeast::_notifyCameraAdded(const CameraHandlerCore* camera)
  196. {
  197. CameraData& camData = mCameraData[camera];
  198. camData.renderQueue = bs_shared_ptr_new<RenderQueue>();
  199. }
  200. void RenderBeast::_notifyCameraRemoved(const CameraHandlerCore* camera)
  201. {
  202. mCameraData.erase(camera);
  203. }
  204. void RenderBeast::setOptions(const SPtr<CoreRendererOptions>& options)
  205. {
  206. mOptions = std::static_pointer_cast<RenderBeastOptions>(options);
  207. mOptionsDirty = true;
  208. }
  209. SPtr<CoreRendererOptions> RenderBeast::getOptions() const
  210. {
  211. return mOptions;
  212. }
  213. void RenderBeast::renderAll()
  214. {
  215. // Populate direct draw lists
  216. const Map<CameraHandler*, SceneCameraData>& allCameras = gSceneManager().getAllCameras();
  217. for (auto& cameraData : allCameras)
  218. {
  219. CameraHandlerPtr camera = cameraData.second.camera;
  220. HSceneObject cameraSO = cameraData.second.sceneObject;
  221. DrawListPtr drawList = bs_shared_ptr_new<DrawList>();
  222. // Get GUI render operations
  223. GUIManager::instance().render(camera->getViewport(), *drawList);
  224. // Get overlay render operations
  225. OverlayManager::instance().render(camera->getViewport(), *drawList);
  226. // Get any operations from hooked up callbacks
  227. const Viewport* viewportRawPtr = camera->getViewport().get();
  228. onRenderViewport(viewportRawPtr, *drawList);
  229. RenderQueuePtr renderQueue = bs_shared_ptr_new<RenderQueue>();
  230. const Vector<DrawOperation>& drawOps = drawList->getDrawOperations();
  231. for (auto& drawOp : drawOps)
  232. {
  233. SPtr<MaterialCore> materialCore = drawOp.material->getCore();
  234. SPtr<MeshCoreBase> meshCore = drawOp.mesh->getCore();
  235. SubMesh subMesh = meshCore->getProperties().getSubMesh(drawOp.submeshIdx);
  236. float distanceToCamera = (cameraSO->getPosition() - drawOp.worldPosition).length();
  237. renderQueue->add(materialCore, meshCore, subMesh, distanceToCamera);
  238. }
  239. gCoreAccessor().queueCommand(std::bind(&RenderBeast::addToRenderQueue, this, camera->getCore(), renderQueue));
  240. }
  241. // Sync all dirty sim thread CoreObject data to core thread
  242. CoreObjectManager::instance().syncToCore(gCoreAccessor());
  243. if (mOptionsDirty)
  244. {
  245. gCoreAccessor().queueCommand(std::bind(&RenderBeast::syncRenderOptions, this, *mOptions));
  246. mOptionsDirty = false;
  247. }
  248. gCoreAccessor().queueCommand(std::bind(&RenderBeast::renderAllCore, this, gTime().getTime()));
  249. }
  250. void RenderBeast::addToRenderQueue(const SPtr<CameraHandlerCore>& camera, RenderQueuePtr renderQueue)
  251. {
  252. RenderQueuePtr cameraRenderQueue = mCameraData[camera.get()].renderQueue;
  253. cameraRenderQueue->add(*renderQueue);
  254. }
  255. void RenderBeast::syncRenderOptions(const RenderBeastOptions& options)
  256. {
  257. bool filteringChanged = mCoreOptions->filtering != options.filtering;
  258. if (options.filtering == RenderBeastFiltering::Anisotropic)
  259. filteringChanged |= mCoreOptions->anisotropyMax != options.anisotropyMax;
  260. if (filteringChanged)
  261. refreshSamplerOverrides(true);
  262. *mCoreOptions = options;
  263. }
  264. void RenderBeast::renderAllCore(float time)
  265. {
  266. THROW_IF_NOT_CORE_THREAD;
  267. // Note: I'm iterating over all sampler states every frame. If this ends up being a performance
  268. // issue consider handling this internally in MaterialCore which can only do it when sampler states
  269. // are actually modified after sync
  270. refreshSamplerOverrides();
  271. // Update global per-frame hardware buffers
  272. mLitTexHandler->updatePerFrameBuffers(time);
  273. // Sort cameras by render target
  274. for (auto& cameraData : mCameraData)
  275. {
  276. const CameraHandlerCore* camera = cameraData.first;
  277. SPtr<RenderTargetCore> renderTarget = camera->getViewport()->getTarget();
  278. if (renderTarget == nullptr)
  279. continue;
  280. auto findIter = std::find_if(mRenderTargets.begin(), mRenderTargets.end(), [&](const RenderTargetData& x) { return x.target == renderTarget; });
  281. if (findIter != mRenderTargets.end())
  282. {
  283. findIter->cameras.push_back(camera);
  284. }
  285. else
  286. {
  287. mRenderTargets.push_back(RenderTargetData());
  288. RenderTargetData& renderTargetData = mRenderTargets.back();
  289. renderTargetData.target = renderTarget;
  290. renderTargetData.cameras.push_back(camera);
  291. }
  292. }
  293. // Sort everything based on priority
  294. auto cameraComparer = [&](const CameraHandlerCore* a, const CameraHandlerCore* b) { return a->getPriority() > b->getPriority(); };
  295. auto renderTargetInfoComparer = [&](const RenderTargetData& a, const RenderTargetData& b)
  296. { return a.target->getProperties().getPriority() > b.target->getProperties().getPriority(); };
  297. std::sort(begin(mRenderTargets), end(mRenderTargets), renderTargetInfoComparer);
  298. for (auto& camerasPerTarget : mRenderTargets)
  299. {
  300. Vector<const CameraHandlerCore*>& cameras = camerasPerTarget.cameras;
  301. std::sort(begin(cameras), end(cameras), cameraComparer);
  302. }
  303. // Render everything, target by target
  304. for (auto& renderTargetData : mRenderTargets)
  305. {
  306. SPtr<RenderTargetCore> target = renderTargetData.target;
  307. Vector<const CameraHandlerCore*>& cameras = renderTargetData.cameras;
  308. RenderAPICore::instance().beginFrame();
  309. RenderAPICore::instance().setRenderTarget(target);
  310. for(auto& camera : cameras)
  311. {
  312. SPtr<ViewportCore> viewport = camera->getViewport();
  313. RenderAPICore::instance().setViewport(viewport->getNormArea());
  314. UINT32 clearBuffers = 0;
  315. if(viewport->getRequiresColorClear())
  316. clearBuffers |= FBT_COLOR;
  317. if(viewport->getRequiresDepthClear())
  318. clearBuffers |= FBT_DEPTH;
  319. if(viewport->getRequiresStencilClear())
  320. clearBuffers |= FBT_STENCIL;
  321. if(clearBuffers != 0)
  322. RenderAPICore::instance().clearViewport(clearBuffers, viewport->getClearColor(), viewport->getClearDepthValue(), viewport->getClearStencilValue());
  323. render(*camera, mCameraData[camera].renderQueue);
  324. }
  325. RenderAPICore::instance().endFrame();
  326. RenderAPICore::instance().swapBuffers(target);
  327. }
  328. mRenderTargets.clear();
  329. }
  330. void RenderBeast::render(const CameraHandlerCore& camera, RenderQueuePtr& renderQueue)
  331. {
  332. THROW_IF_NOT_CORE_THREAD;
  333. RenderAPICore& rs = RenderAPICore::instance();
  334. // Update global per-frame hardware buffers
  335. mLitTexHandler->updatePerCameraBuffers(camera.getForward());
  336. Matrix4 projMatrixCstm = camera.getProjectionMatrixRS();
  337. Matrix4 viewMatrixCstm = camera.getViewMatrix();
  338. Matrix4 viewProjMatrix = projMatrixCstm * viewMatrixCstm;
  339. // Trigger pre-render callbacks
  340. auto iterCameraCallbacks = mRenderCallbacks.find(&camera);
  341. if (iterCameraCallbacks != mRenderCallbacks.end())
  342. {
  343. for (auto& callbackPair : iterCameraCallbacks->second)
  344. {
  345. if (callbackPair.first >= 0)
  346. break;
  347. callbackPair.second();
  348. }
  349. }
  350. UINT64 cameraLayers = camera.getLayers();
  351. ConvexVolume worldFrustum = camera.getWorldFrustum();
  352. // Update per-object param buffers and queue render elements
  353. for (auto& renderableData : mRenderables)
  354. {
  355. RenderableHandlerCore* renderable = renderableData.renderable;
  356. RenderableController* controller = renderableData.controller;
  357. UINT32 renderableType = renderable->getRenderableType();
  358. UINT32 rendererId = renderable->getRendererId();
  359. if ((renderable->getLayer() & cameraLayers) == 0)
  360. continue;
  361. // Do frustum culling
  362. // TODO - This is bound to be a bottleneck at some point. When it is ensure that intersect
  363. // methods use vector operations, as it is trivial to update them.
  364. const Sphere& boundingSphere = mWorldBounds[rendererId].getSphere();
  365. if (worldFrustum.intersects(boundingSphere))
  366. {
  367. // More precise with the box
  368. const AABox& boundingBox = mWorldBounds[rendererId].getBox();
  369. if (worldFrustum.intersects(boundingBox))
  370. {
  371. float distanceToCamera = (camera.getPosition() - boundingBox.getCenter()).length();
  372. for (auto& renderElem : renderableData.elements)
  373. renderQueue->add(&renderElem, distanceToCamera);
  374. }
  375. }
  376. }
  377. renderQueue->sort();
  378. const Vector<RenderQueueElement>& sortedRenderElements = renderQueue->getSortedElements();
  379. for(auto iter = sortedRenderElements.begin(); iter != sortedRenderElements.end(); ++iter)
  380. {
  381. SPtr<MaterialCore> material = iter->material;
  382. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  383. if (renderElem != nullptr)
  384. {
  385. UINT32 rendererId = renderElem->renderableId;
  386. const RenderableData& renderableData = mRenderables[rendererId];
  387. RenderableHandlerCore* renderable = renderableData.renderable;
  388. RenderableController* controller = renderableData.controller;
  389. UINT32 renderableType = renderable->getRenderableType();
  390. if (controller != nullptr)
  391. controller->bindPerObjectBuffers(*renderElem);
  392. if (renderableType == RenType_LitTextured)
  393. {
  394. Matrix4 worldViewProjMatrix = viewProjMatrix * mWorldTransforms[rendererId];
  395. mLitTexHandler->updatePerObjectBuffers(*renderElem, worldViewProjMatrix);
  396. }
  397. UINT32 numPasses = renderElem->material->getNumPasses();
  398. for (UINT32 i = 0; i < numPasses; i++)
  399. {
  400. SPtr<PassParametersCore> passParams = renderElem->material->getPassParameters(i);
  401. for (UINT32 j = 0; j < PassParametersCore::NUM_PARAMS; j++)
  402. {
  403. SPtr<GpuParamsCore> params = passParams->getParamByIdx(j);
  404. if (params != nullptr)
  405. params->updateHardwareBuffers();
  406. }
  407. }
  408. if (renderElem != nullptr && renderElem->samplerOverrides != nullptr)
  409. setPass(material, iter->passIdx, &renderElem->samplerOverrides->passes[iter->passIdx]);
  410. else
  411. setPass(material, iter->passIdx, nullptr);
  412. }
  413. else
  414. setPass(material, iter->passIdx, nullptr);
  415. draw(iter->mesh, iter->subMesh);
  416. }
  417. renderQueue->clear();
  418. // Trigger post-render callbacks
  419. if (iterCameraCallbacks != mRenderCallbacks.end())
  420. {
  421. for (auto& callbackPair : iterCameraCallbacks->second)
  422. {
  423. if (callbackPair.first < 0)
  424. continue;
  425. callbackPair.second();
  426. }
  427. }
  428. }
  429. void RenderBeast::refreshSamplerOverrides(bool force)
  430. {
  431. for (auto& entry : mSamplerOverrides)
  432. {
  433. SPtr<MaterialCore> material = entry.first;
  434. if (force)
  435. {
  436. SamplerOverrideUtility::destroySamplerOverrides(entry.second);
  437. entry.second = SamplerOverrideUtility::generateSamplerOverrides(material, mCoreOptions);
  438. }
  439. else
  440. {
  441. MaterialSamplerOverrides* materialOverrides = entry.second;
  442. UINT32 numPasses = material->getNumPasses();
  443. assert(numPasses == materialOverrides->numPasses);
  444. for (UINT32 i = 0; i < numPasses; i++)
  445. {
  446. SPtr<PassParametersCore> passParams = material->getPassParameters(i);
  447. PassSamplerOverrides& passOverrides = materialOverrides->passes[i];
  448. for (UINT32 j = 0; j < PassParametersCore::NUM_PARAMS; j++)
  449. {
  450. StageSamplerOverrides& stageOverrides = passOverrides.stages[j];
  451. SPtr<GpuParamsCore> params = passParams->getParamByIdx(j);
  452. if (params == nullptr)
  453. continue;
  454. const GpuParamDesc& paramDesc = params->getParamDesc();
  455. for (auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  456. {
  457. UINT32 slot = iter->second.slot;
  458. SPtr<SamplerStateCore> samplerState = params->getSamplerState(slot);
  459. assert(stageOverrides.numStates > slot);
  460. if (samplerState != stageOverrides.stateOverrides[slot])
  461. {
  462. if (samplerState != nullptr)
  463. stageOverrides.stateOverrides[slot] = SamplerOverrideUtility::generateSamplerOverride(samplerState, mCoreOptions);
  464. else
  465. stageOverrides.stateOverrides[slot] = SamplerOverrideUtility::generateSamplerOverride(SamplerStateCore::getDefault(), mCoreOptions);;
  466. }
  467. }
  468. }
  469. }
  470. }
  471. }
  472. }
  473. void RenderBeast::setPass(const SPtr<MaterialCore>& material, UINT32 passIdx, PassSamplerOverrides* samplerOverrides)
  474. {
  475. THROW_IF_NOT_CORE_THREAD;
  476. RenderAPICore& rs = RenderAPICore::instance();
  477. SPtr<PassCore> pass = material->getPass(passIdx);
  478. SPtr<PassParametersCore> passParams = material->getPassParameters(passIdx);
  479. struct StageData
  480. {
  481. GpuProgramType type;
  482. bool enable;
  483. SPtr<GpuParamsCore> params;
  484. SPtr<GpuProgramCore> program;
  485. };
  486. const UINT32 numStages = 6;
  487. StageData stages[numStages] =
  488. {
  489. {
  490. GPT_VERTEX_PROGRAM, pass->hasVertexProgram(),
  491. passParams->mVertParams, pass->getVertexProgram()
  492. },
  493. {
  494. GPT_FRAGMENT_PROGRAM, pass->hasFragmentProgram(),
  495. passParams->mFragParams, pass->getFragmentProgram()
  496. },
  497. {
  498. GPT_GEOMETRY_PROGRAM, pass->hasGeometryProgram(),
  499. passParams->mGeomParams, pass->getGeometryProgram()
  500. },
  501. {
  502. GPT_HULL_PROGRAM, pass->hasHullProgram(),
  503. passParams->mHullParams, pass->getHullProgram()
  504. },
  505. {
  506. GPT_DOMAIN_PROGRAM, pass->hasDomainProgram(),
  507. passParams->mDomainParams, pass->getDomainProgram()
  508. },
  509. {
  510. GPT_COMPUTE_PROGRAM, pass->hasComputeProgram(),
  511. passParams->mComputeParams, pass->getComputeProgram()
  512. }
  513. };
  514. for (UINT32 i = 0; i < numStages; i++)
  515. {
  516. const StageData& stage = stages[i];
  517. if (stage.enable)
  518. {
  519. rs.bindGpuProgram(stage.program);
  520. SPtr<GpuParamsCore> params = stage.params;
  521. const GpuParamDesc& paramDesc = params->getParamDesc();
  522. for (auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  523. {
  524. SPtr<SamplerStateCore> samplerState;
  525. if (samplerOverrides != nullptr)
  526. samplerState = samplerOverrides->stages[i].stateOverrides[iter->second.slot];
  527. else
  528. samplerState = params->getSamplerState(iter->second.slot);
  529. if (samplerState == nullptr)
  530. rs.setSamplerState(stage.type, iter->second.slot, SamplerStateCore::getDefault());
  531. else
  532. rs.setSamplerState(stage.type, iter->second.slot, samplerState);
  533. }
  534. for (auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
  535. {
  536. SPtr<TextureCore> texture = params->getTexture(iter->second.slot);
  537. if (!params->isLoadStoreTexture(iter->second.slot))
  538. {
  539. if (texture == nullptr)
  540. rs.setTexture(stage.type, iter->second.slot, false, nullptr);
  541. else
  542. rs.setTexture(stage.type, iter->second.slot, true, texture);
  543. }
  544. else
  545. {
  546. const TextureSurface& surface = params->getLoadStoreSurface(iter->second.slot);
  547. if (texture == nullptr)
  548. rs.setLoadStoreTexture(stage.type, iter->second.slot, false, nullptr, surface);
  549. else
  550. rs.setLoadStoreTexture(stage.type, iter->second.slot, true, texture, surface);
  551. }
  552. }
  553. rs.setConstantBuffers(stage.type, params);
  554. }
  555. else
  556. rs.unbindGpuProgram(stage.type);
  557. }
  558. // TODO - Try to limit amount of state changes, if previous state is already the same
  559. // Set up non-texture related pass settings
  560. if (pass->getBlendState() != nullptr)
  561. rs.setBlendState(pass->getBlendState());
  562. else
  563. rs.setBlendState(BlendStateCore::getDefault());
  564. if (pass->getDepthStencilState() != nullptr)
  565. rs.setDepthStencilState(pass->getDepthStencilState(), pass->getStencilRefValue());
  566. else
  567. rs.setDepthStencilState(DepthStencilStateCore::getDefault(), pass->getStencilRefValue());
  568. if (pass->getRasterizerState() != nullptr)
  569. rs.setRasterizerState(pass->getRasterizerState());
  570. else
  571. rs.setRasterizerState(RasterizerStateCore::getDefault());
  572. }
  573. SPtr<ShaderCore> RenderBeast::createDefaultShader()
  574. {
  575. StringID rsName = RenderAPICore::instance().getName();
  576. SPtr<GpuProgramCore> vsProgram;
  577. SPtr<GpuProgramCore> psProgram;
  578. if (rsName == RenderAPIDX11)
  579. {
  580. String vsCode = R"(
  581. cbuffer PerObject
  582. {
  583. float4x4 matWorldViewProj;
  584. }
  585. void vs_main(
  586. in float3 inPos : POSITION,
  587. out float4 oPosition : SV_Position)
  588. {
  589. oPosition = mul(matWorldViewProj, float4(inPos.xyz, 1));
  590. })";
  591. String psCode = R"(
  592. float4 ps_main() : SV_Target
  593. {
  594. return float4(0.3f, 0.9f, 0.3f, 1.0f);
  595. })";
  596. vsProgram = GpuProgramCore::create(vsCode, "vs_main", "hlsl", GPT_VERTEX_PROGRAM, GPP_VS_4_0);
  597. psProgram = GpuProgramCore::create(psCode, "ps_main", "hlsl", GPT_FRAGMENT_PROGRAM, GPP_FS_4_0);
  598. }
  599. else if (rsName == RenderAPIDX9)
  600. {
  601. String vsCode = R"(
  602. BS_PARAM_BLOCK PerObject { matWorldViewProj }
  603. float4x4 matWorldViewProj;
  604. void vs_main(
  605. in float3 inPos : POSITION,
  606. out float4 oPosition : POSITION)
  607. {
  608. oPosition = mul(matWorldViewProj, float4(inPos.xyz, 1));
  609. })";
  610. String psCode = R"(
  611. float4 ps_main() : COLOR0
  612. {
  613. return float4(0.3f, 0.9f, 0.3f, 1.0f);
  614. })";
  615. vsProgram = GpuProgramCore::create(vsCode, "vs_main", "hlsl9", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
  616. psProgram = GpuProgramCore::create(psCode, "ps_main", "hlsl9", GPT_FRAGMENT_PROGRAM, GPP_FS_2_0);
  617. }
  618. else if (rsName == RenderAPIOpenGL)
  619. {
  620. String vsCode = R"(
  621. uniform PerObject
  622. {
  623. mat4 matWorldViewProj;
  624. };
  625. in vec3 bs_position;
  626. out gl_PerVertex
  627. {
  628. vec4 gl_Position;
  629. };
  630. void main()
  631. {
  632. gl_Position = matWorldViewProj * vec4(bs_position.xyz, 1);
  633. })";
  634. String psCode = R"(
  635. out vec4 fragColor;
  636. void main()
  637. {
  638. fragColor = vec4(0.3f, 0.9f, 0.3f, 1.0f);
  639. })";
  640. vsProgram = GpuProgramCore::create(vsCode, "main", "glsl", GPT_VERTEX_PROGRAM, GPP_VS_4_0);
  641. psProgram = GpuProgramCore::create(psCode, "main", "glsl", GPT_FRAGMENT_PROGRAM, GPP_FS_4_0);
  642. }
  643. PASS_DESC_CORE passDesc;
  644. passDesc.vertexProgram = vsProgram;
  645. passDesc.fragmentProgram = psProgram;
  646. SPtr<PassCore> newPass = PassCore::create(passDesc);
  647. SPtr<TechniqueCore> newTechnique = TechniqueCore::create(rsName, RendererDefault, { newPass });
  648. SHADER_DESC_CORE shaderDesc;
  649. shaderDesc.setParamBlockAttribs("PerObject", true, GPBU_DYNAMIC, RBS_PerObject);
  650. shaderDesc.addParameter("matWorldViewProj", "matWorldViewProj", GPDT_MATRIX_4X4, RPS_WorldViewProjTfrm);
  651. SPtr<ShaderCore> defaultShader = ShaderCore::create("DummyShader", shaderDesc, { newTechnique });
  652. return defaultShader;
  653. }
  654. }