BsRenderBeast.cpp 30 KB

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  1. #include "BsRenderBeast.h"
  2. #include "BsCCamera.h"
  3. #include "BsSceneObject.h"
  4. #include "BsSceneManager.h"
  5. #include "BsCRenderable.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 "BsGUIManager.h"
  18. #include "BsCoreThread.h"
  19. #include "BsGpuParams.h"
  20. #include "BsProfilerCPU.h"
  21. #include "BsShader.h"
  22. #include "BsTechnique.h"
  23. #include "BsHardwareBufferManager.h"
  24. #include "BsGpuParamBlockBuffer.h"
  25. #include "BsShader.h"
  26. #include "BsStaticRenderableHandler.h"
  27. #include "BsTime.h"
  28. #include "BsRenderableElement.h"
  29. #include "BsFrameAlloc.h"
  30. #include "BsCoreObjectManager.h"
  31. #include "BsRenderBeastOptions.h"
  32. #include "BsSamplerOverrides.h"
  33. #include "BsLight.h"
  34. #include "BsRenderTexturePool.h"
  35. #include "BsRenderTargets.h"
  36. #include "BsRendererUtility.h"
  37. using namespace std::placeholders;
  38. namespace BansheeEngine
  39. {
  40. RenderBeast::RenderBeast()
  41. :mOptions(bs_shared_ptr_new<RenderBeastOptions>()), mOptionsDirty(true), mStaticHandler(nullptr),
  42. mDefaultMaterial(nullptr), mPointLightMat(nullptr), mDirLightMat(nullptr)
  43. {
  44. }
  45. const StringID& RenderBeast::getName() const
  46. {
  47. static StringID name = "RenderBeast";
  48. return name;
  49. }
  50. void RenderBeast::initialize()
  51. {
  52. CoreRenderer::initialize();
  53. CoreThread::instance().queueCommand(std::bind(&RenderBeast::initializeCore, this));
  54. }
  55. void RenderBeast::destroy()
  56. {
  57. CoreRenderer::destroy();
  58. gCoreAccessor().queueCommand(std::bind(&RenderBeast::destroyCore, this));
  59. gCoreAccessor().submitToCoreThread(true);
  60. }
  61. void RenderBeast::initializeCore()
  62. {
  63. RendererUtility::startUp();
  64. mCoreOptions = bs_shared_ptr_new<RenderBeastOptions>();
  65. mStaticHandler = bs_new<StaticRenderableHandler>();
  66. mDefaultMaterial = bs_new<DefaultMaterial>();
  67. mPointLightMat = bs_new<PointLightMat>();
  68. mDirLightMat = bs_new<DirectionalLightMat>();
  69. RenderTexturePool::startUp();
  70. }
  71. void RenderBeast::destroyCore()
  72. {
  73. if (mStaticHandler != nullptr)
  74. bs_delete(mStaticHandler);
  75. mRenderTargets.clear();
  76. mCameraData.clear();
  77. mRenderables.clear();
  78. RenderTexturePool::shutDown();
  79. bs_delete(mDefaultMaterial);
  80. bs_delete(mPointLightMat);
  81. bs_delete(mDirLightMat);
  82. RendererUtility::shutDown();
  83. assert(mSamplerOverrides.empty());
  84. }
  85. void RenderBeast::_notifyRenderableAdded(RenderableCore* renderable)
  86. {
  87. UINT32 renderableId = (UINT32)mRenderables.size();
  88. renderable->setRendererId(renderableId);
  89. mRenderables.push_back(RenderableData());
  90. mRenderableShaderData.push_back(RenderableShaderData());
  91. mWorldBounds.push_back(renderable->getBounds());
  92. RenderableData& renderableData = mRenderables.back();
  93. renderableData.renderable = renderable;
  94. RenderableShaderData& shaderData = mRenderableShaderData.back();
  95. shaderData.worldTransform = renderable->getTransform();
  96. shaderData.invWorldTransform = shaderData.worldTransform.inverseAffine();
  97. shaderData.worldNoScaleTransform = renderable->getTransformNoScale();
  98. shaderData.invWorldNoScaleTransform = shaderData.worldNoScaleTransform.inverseAffine();
  99. shaderData.worldDeterminantSign = shaderData.worldTransform.determinant3x3() >= 0.0f ? 1.0f : -1.0f;
  100. if (renderable->getRenderableType() == RenType_LitTextured)
  101. renderableData.controller = mStaticHandler;
  102. else
  103. renderableData.controller = nullptr;
  104. SPtr<MeshCore> mesh = renderable->getMesh();
  105. if (mesh != nullptr)
  106. {
  107. const MeshProperties& meshProps = mesh->getProperties();
  108. SPtr<VertexDeclarationCore> vertexDecl = mesh->getVertexData()->vertexDeclaration;
  109. for (UINT32 i = 0; i < meshProps.getNumSubMeshes(); i++)
  110. {
  111. renderableData.elements.push_back(BeastRenderableElement());
  112. BeastRenderableElement& renElement = renderableData.elements.back();
  113. renElement.mesh = mesh;
  114. renElement.subMesh = meshProps.getSubMesh(i);
  115. renElement.renderableId = renderableId;
  116. renElement.material = renderable->getMaterial(i);
  117. if (renElement.material == nullptr)
  118. renElement.material = renderable->getMaterial(0);
  119. if (renElement.material != nullptr && renElement.material->getShader() == nullptr)
  120. renElement.material = nullptr;
  121. // Validate mesh <-> shader vertex bindings
  122. if (renElement.material != nullptr)
  123. {
  124. UINT32 numPasses = renElement.material->getNumPasses();
  125. for (UINT32 j = 0; j < numPasses; j++)
  126. {
  127. SPtr<PassCore> pass = renElement.material->getPass(j);
  128. SPtr<VertexDeclarationCore> shaderDecl = pass->getVertexProgram()->getInputDeclaration();
  129. if (!vertexDecl->isCompatible(shaderDecl))
  130. {
  131. Vector<VertexElement> missingElements = vertexDecl->getMissingElements(shaderDecl);
  132. StringStream wrnStream;
  133. wrnStream << "Provided mesh is missing required vertex attributes to render with the provided shader. Missing elements: " << std::endl;
  134. for (auto& entry : missingElements)
  135. wrnStream << "\t" << toString(entry.getSemantic()) << entry.getSemanticIdx() << std::endl;
  136. LOGWRN(wrnStream.str());
  137. break;
  138. }
  139. }
  140. }
  141. // If no material use the default material
  142. if (renElement.material == nullptr)
  143. renElement.material = mDefaultMaterial->getMaterial();
  144. auto iterFind = mSamplerOverrides.find(renElement.material);
  145. if (iterFind != mSamplerOverrides.end())
  146. {
  147. renElement.samplerOverrides = iterFind->second;
  148. iterFind->second->refCount++;
  149. }
  150. else
  151. {
  152. MaterialSamplerOverrides* samplerOverrides = SamplerOverrideUtility::generateSamplerOverrides(renElement.material, mCoreOptions);
  153. mSamplerOverrides[renElement.material] = samplerOverrides;
  154. renElement.samplerOverrides = samplerOverrides;
  155. samplerOverrides->refCount++;
  156. }
  157. if (renderableData.controller != nullptr)
  158. renderableData.controller->initializeRenderElem(renElement);
  159. }
  160. }
  161. }
  162. void RenderBeast::_notifyRenderableRemoved(RenderableCore* renderable)
  163. {
  164. UINT32 renderableId = renderable->getRendererId();
  165. RenderableCore* lastRenerable = mRenderables.back().renderable;
  166. UINT32 lastRenderableId = lastRenerable->getRendererId();
  167. Vector<BeastRenderableElement>& elements = mRenderables[renderableId].elements;
  168. for (auto& element : elements)
  169. {
  170. auto iterFind = mSamplerOverrides.find(element.material);
  171. assert(iterFind != mSamplerOverrides.end());
  172. MaterialSamplerOverrides* samplerOverrides = iterFind->second;
  173. samplerOverrides->refCount--;
  174. if (samplerOverrides->refCount == 0)
  175. {
  176. SamplerOverrideUtility::destroySamplerOverrides(samplerOverrides);
  177. mSamplerOverrides.erase(iterFind);
  178. }
  179. element.samplerOverrides = nullptr;
  180. }
  181. if (renderableId != lastRenderableId)
  182. {
  183. // Swap current last element with the one we want to erase
  184. std::swap(mRenderables[renderableId], mRenderables[lastRenderableId]);
  185. std::swap(mWorldBounds[renderableId], mWorldBounds[lastRenderableId]);
  186. std::swap(mRenderableShaderData[renderableId], mRenderableShaderData[lastRenderableId]);
  187. lastRenerable->setRendererId(renderableId);
  188. Vector<BeastRenderableElement>& lastRenderableElements = mRenderables[renderableId].elements;
  189. for (auto& element : elements)
  190. element.renderableId = renderableId;
  191. }
  192. // Last element is the one we want to erase
  193. mRenderables.erase(mRenderables.end() - 1);
  194. mWorldBounds.erase(mWorldBounds.end() - 1);
  195. mRenderableShaderData.erase(mRenderableShaderData.end() - 1);
  196. }
  197. void RenderBeast::_notifyRenderableUpdated(RenderableCore* renderable)
  198. {
  199. UINT32 renderableId = renderable->getRendererId();
  200. RenderableShaderData& shaderData = mRenderableShaderData[renderableId];
  201. shaderData.worldTransform = renderable->getTransform();
  202. shaderData.invWorldTransform = shaderData.worldTransform.inverseAffine();
  203. shaderData.worldNoScaleTransform = renderable->getTransformNoScale();
  204. shaderData.invWorldNoScaleTransform = shaderData.worldNoScaleTransform.inverseAffine();
  205. shaderData.worldDeterminantSign = shaderData.worldTransform.determinant3x3() >= 0.0f ? 1.0f : -1.0f;
  206. mWorldBounds[renderableId] = renderable->getBounds();
  207. }
  208. void RenderBeast::_notifyLightAdded(LightCore* light)
  209. {
  210. if (light->getType() == LightType::Directional)
  211. {
  212. UINT32 lightId = (UINT32)mDirectionalLights.size();
  213. light->setRendererId(lightId);
  214. mDirectionalLights.push_back(LightData());
  215. LightData& lightData = mDirectionalLights.back();
  216. lightData.internal = light;
  217. }
  218. else
  219. {
  220. UINT32 lightId = (UINT32)mPointLights.size();
  221. light->setRendererId(lightId);
  222. mPointLights.push_back(LightData());
  223. mLightWorldBounds.push_back(light->getBounds());
  224. LightData& lightData = mPointLights.back();
  225. lightData.internal = light;
  226. }
  227. }
  228. void RenderBeast::_notifyLightUpdated(LightCore* light)
  229. {
  230. UINT32 lightId = light->getRendererId();
  231. if (light->getType() != LightType::Directional)
  232. mLightWorldBounds[lightId] = light->getBounds();
  233. }
  234. void RenderBeast::_notifyLightRemoved(LightCore* light)
  235. {
  236. UINT32 lightId = light->getRendererId();
  237. if (light->getType() == LightType::Directional)
  238. {
  239. LightCore* lastLight = mDirectionalLights.back().internal;
  240. UINT32 lastLightId = lastLight->getRendererId();
  241. if (lightId != lastLightId)
  242. {
  243. // Swap current last element with the one we want to erase
  244. std::swap(mDirectionalLights[lightId], mDirectionalLights[lastLightId]);
  245. lastLight->setRendererId(lightId);
  246. }
  247. // Last element is the one we want to erase
  248. mDirectionalLights.erase(mDirectionalLights.end() - 1);
  249. }
  250. else
  251. {
  252. LightCore* lastLight = mPointLights.back().internal;
  253. UINT32 lastLightId = lastLight->getRendererId();
  254. if (lightId != lastLightId)
  255. {
  256. // Swap current last element with the one we want to erase
  257. std::swap(mPointLights[lightId], mPointLights[lastLightId]);
  258. std::swap(mLightWorldBounds[lightId], mLightWorldBounds[lastLightId]);
  259. lastLight->setRendererId(lightId);
  260. }
  261. // Last element is the one we want to erase
  262. mPointLights.erase(mPointLights.end() - 1);
  263. mLightWorldBounds.erase(mLightWorldBounds.end() - 1);
  264. }
  265. }
  266. void RenderBeast::_notifyCameraAdded(const CameraCore* camera)
  267. {
  268. CameraData& camData = mCameraData[camera];
  269. camData.opaqueQueue = bs_shared_ptr_new<RenderQueue>(mCoreOptions->stateReductionMode);
  270. StateReduction transparentStateReduction = mCoreOptions->stateReductionMode;
  271. if (transparentStateReduction == StateReduction::Material)
  272. transparentStateReduction = StateReduction::Distance; // Transparent object MUST be sorted by distance
  273. camData.transparentQueue = bs_shared_ptr_new<RenderQueue>(transparentStateReduction);
  274. // Register in render target list
  275. SPtr<RenderTargetCore> renderTarget = camera->getViewport()->getTarget();
  276. if (renderTarget == nullptr)
  277. return;
  278. auto findIter = std::find_if(mRenderTargets.begin(), mRenderTargets.end(),
  279. [&](const RenderTargetData& x) { return x.target == renderTarget; });
  280. if (findIter != mRenderTargets.end())
  281. {
  282. findIter->cameras.push_back(camera);
  283. }
  284. else
  285. {
  286. mRenderTargets.push_back(RenderTargetData());
  287. RenderTargetData& renderTargetData = mRenderTargets.back();
  288. renderTargetData.target = renderTarget;
  289. renderTargetData.cameras.push_back(camera);
  290. }
  291. // Sort render targets based on priority
  292. auto cameraComparer = [&](const CameraCore* a, const CameraCore* b) { return a->getPriority() > b->getPriority(); };
  293. auto renderTargetInfoComparer = [&](const RenderTargetData& a, const RenderTargetData& b)
  294. { return a.target->getProperties().getPriority() > b.target->getProperties().getPriority(); };
  295. std::sort(begin(mRenderTargets), end(mRenderTargets), renderTargetInfoComparer);
  296. for (auto& camerasPerTarget : mRenderTargets)
  297. {
  298. Vector<const CameraCore*>& cameras = camerasPerTarget.cameras;
  299. std::sort(begin(cameras), end(cameras), cameraComparer);
  300. }
  301. }
  302. void RenderBeast::_notifyCameraRemoved(const CameraCore* camera)
  303. {
  304. mCameraData.erase(camera);
  305. // Remove from render target list
  306. for (auto iterTarget = mRenderTargets.begin(); iterTarget != mRenderTargets.end(); ++iterTarget)
  307. {
  308. RenderTargetData& target = *iterTarget;
  309. for (auto iterCam = target.cameras.begin(); iterCam != target.cameras.end(); ++iterCam)
  310. {
  311. if (camera == *iterCam)
  312. {
  313. target.cameras.erase(iterCam);
  314. break;
  315. }
  316. }
  317. if (target.cameras.empty())
  318. {
  319. mRenderTargets.erase(iterTarget);
  320. break;
  321. }
  322. }
  323. }
  324. void RenderBeast::setOptions(const SPtr<CoreRendererOptions>& options)
  325. {
  326. mOptions = std::static_pointer_cast<RenderBeastOptions>(options);
  327. mOptionsDirty = true;
  328. }
  329. SPtr<CoreRendererOptions> RenderBeast::getOptions() const
  330. {
  331. return mOptions;
  332. }
  333. void RenderBeast::renderAll()
  334. {
  335. // Sync all dirty sim thread CoreObject data to core thread
  336. CoreObjectManager::instance().syncToCore(gCoreAccessor());
  337. if (mOptionsDirty)
  338. {
  339. gCoreAccessor().queueCommand(std::bind(&RenderBeast::syncRenderOptions, this, *mOptions));
  340. mOptionsDirty = false;
  341. }
  342. gCoreAccessor().queueCommand(std::bind(&RenderBeast::renderAllCore, this, gTime().getTime()));
  343. }
  344. void RenderBeast::syncRenderOptions(const RenderBeastOptions& options)
  345. {
  346. bool filteringChanged = mCoreOptions->filtering != options.filtering;
  347. if (options.filtering == RenderBeastFiltering::Anisotropic)
  348. filteringChanged |= mCoreOptions->anisotropyMax != options.anisotropyMax;
  349. if (filteringChanged)
  350. refreshSamplerOverrides(true);
  351. *mCoreOptions = options;
  352. for (auto& cameraData : mCameraData)
  353. {
  354. cameraData.second.opaqueQueue->setStateReduction(mCoreOptions->stateReductionMode);
  355. StateReduction transparentStateReduction = mCoreOptions->stateReductionMode;
  356. if (transparentStateReduction == StateReduction::Material)
  357. transparentStateReduction = StateReduction::Distance; // Transparent object MUST be sorted by distance
  358. cameraData.second.transparentQueue->setStateReduction(transparentStateReduction);
  359. }
  360. }
  361. void RenderBeast::renderAllCore(float time)
  362. {
  363. THROW_IF_NOT_CORE_THREAD;
  364. // Note: I'm iterating over all sampler states every frame. If this ends up being a performance
  365. // issue consider handling this internally in MaterialCore which can only do it when sampler states
  366. // are actually modified after sync
  367. refreshSamplerOverrides();
  368. // Update global per-frame hardware buffers
  369. mStaticHandler->updatePerFrameBuffers(time);
  370. // Generate render queues per camera
  371. for (auto& cameraData : mCameraData)
  372. {
  373. const CameraCore* camera = cameraData.first;
  374. determineVisible(*camera);
  375. }
  376. // Render everything, target by target
  377. for (auto& renderTargetData : mRenderTargets)
  378. {
  379. SPtr<RenderTargetCore> target = renderTargetData.target;
  380. Vector<const CameraCore*>& cameras = renderTargetData.cameras;
  381. RenderAPICore::instance().beginFrame();
  382. UINT32 numCameras = (UINT32)cameras.size();
  383. for (UINT32 i = 0; i < numCameras; i++)
  384. render(renderTargetData, i);
  385. RenderAPICore::instance().endFrame();
  386. RenderAPICore::instance().swapBuffers(target);
  387. }
  388. }
  389. void RenderBeast::render(RenderTargetData& rtData, UINT32 camIdx)
  390. {
  391. const CameraCore* camera = rtData.cameras[camIdx];
  392. CameraData& camData = mCameraData[camera];
  393. SPtr<ViewportCore> viewport = camera->getViewport();
  394. CameraShaderData cameraShaderData = getCameraShaderData(*camera);
  395. mStaticHandler->updatePerCameraBuffers(cameraShaderData);
  396. // Render scene objects to g-buffer if there are any
  397. const Vector<RenderQueueElement>& opaqueElements = camData.opaqueQueue->getSortedElements();
  398. bool hasGBuffer = opaqueElements.size() > 0;
  399. if (hasGBuffer)
  400. {
  401. bool createGBuffer = camData.gbuffer == nullptr ||
  402. camData.gbuffer->getHDR() != mCoreOptions->hdr ||
  403. camData.gbuffer->getNumSamples() != mCoreOptions->msaa;
  404. if (createGBuffer)
  405. camData.gbuffer = RenderTargets::create(*viewport, mCoreOptions->hdr, mCoreOptions->msaa);
  406. camData.gbuffer->bind();
  407. UINT32 clearBuffers = FBT_COLOR | FBT_DEPTH | FBT_STENCIL;
  408. RenderAPICore::instance().clearViewport(clearBuffers, Color::ZERO, 1.0f, 0);
  409. for (auto iter = opaqueElements.begin(); iter != opaqueElements.end(); ++iter)
  410. {
  411. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  412. SPtr<MaterialCore> material = renderElem->material;
  413. UINT32 rendererId = renderElem->renderableId;
  414. Matrix4 worldViewProjMatrix = cameraShaderData.viewProj * mRenderableShaderData[rendererId].worldTransform;
  415. mStaticHandler->updatePerObjectBuffers(*renderElem, mRenderableShaderData[rendererId], worldViewProjMatrix);
  416. mStaticHandler->bindGlobalBuffers(*renderElem); // Note: If I can keep global buffer slot indexes the same between shaders I could only bind these once
  417. mStaticHandler->bindPerObjectBuffers(*renderElem);
  418. if (iter->applyPass)
  419. {
  420. SPtr<PassCore> pass = material->getPass(iter->passIdx);
  421. setPass(pass);
  422. }
  423. SPtr<PassParametersCore> passParams = material->getPassParameters(iter->passIdx);
  424. if (renderElem->samplerOverrides != nullptr)
  425. setPassParams(passParams, &renderElem->samplerOverrides->passes[iter->passIdx]);
  426. else
  427. setPassParams(passParams, nullptr);
  428. gRendererUtility().draw(iter->renderElem->mesh, iter->renderElem->subMesh);
  429. }
  430. camData.gbuffer->unbind();
  431. }
  432. else
  433. camData.gbuffer = nullptr;
  434. // Prepare final render target
  435. SPtr<RenderTargetCore> target = rtData.target;
  436. RenderAPICore::instance().setRenderTarget(target);
  437. RenderAPICore::instance().setViewport(viewport->getNormArea());
  438. // If first camera in render target, prepare the render target
  439. if (camIdx == 0)
  440. {
  441. UINT32 clearBuffers = 0;
  442. if (viewport->getRequiresColorClear())
  443. clearBuffers |= FBT_COLOR;
  444. if (viewport->getRequiresDepthClear())
  445. clearBuffers |= FBT_DEPTH;
  446. if (viewport->getRequiresStencilClear())
  447. clearBuffers |= FBT_STENCIL;
  448. if (clearBuffers != 0)
  449. RenderAPICore::instance().clearViewport(clearBuffers, viewport->getClearColor(), viewport->getClearDepthValue(), viewport->getClearStencilValue());
  450. }
  451. // Trigger pre-scene callbacks
  452. auto iterCameraCallbacks = mRenderCallbacks.find(camera);
  453. if (iterCameraCallbacks != mRenderCallbacks.end())
  454. {
  455. for (auto& callbackPair : iterCameraCallbacks->second)
  456. {
  457. if (callbackPair.first >= 0)
  458. break;
  459. callbackPair.second();
  460. }
  461. }
  462. // Render lights and resolve gbuffer if there is one
  463. if (hasGBuffer)
  464. {
  465. // TODO - Need to handle a case when GBuffer has MSAA but scene target has not
  466. SPtr<MaterialCore> dirMaterial = mDirLightMat->getMaterial();
  467. SPtr<PassCore> dirPass = dirMaterial->getPass(0);
  468. setPass(dirPass);
  469. mDirLightMat->setGBuffer(camData.gbuffer);
  470. for (auto& light : mDirectionalLights)
  471. {
  472. if (!light.internal->getIsActive())
  473. continue;
  474. mDirLightMat->setParameters(light.internal);
  475. // TODO - Bind parameters to the pipeline manually as I don't need to re-bind gbuffer textures for every light
  476. setPassParams(dirMaterial->getPassParameters(0), nullptr);
  477. gRendererUtility().drawScreenQuad(*viewport);
  478. }
  479. SPtr<MaterialCore> pointMaterial = mPointLightMat->getMaterial();
  480. SPtr<PassCore> pointPass = pointMaterial->getPass(0);
  481. setPass(pointPass);
  482. mPointLightMat->setGBuffer(camData.gbuffer);
  483. // TODO - Cull lights based on visibility, right now I just iterate over all of them.
  484. for (auto& light : mPointLights)
  485. {
  486. if (!light.internal->getIsActive())
  487. continue;
  488. mPointLightMat->setParameters(light.internal);
  489. // TODO - Bind parameters to the pipeline manually as I don't need to re-bind gbuffer textures for every light
  490. setPassParams(dirMaterial->getPassParameters(0), nullptr);
  491. SPtr<MeshCore> mesh = light.internal->getMesh();
  492. gRendererUtility().draw(mesh, mesh->getProperties().getSubMesh(0));
  493. }
  494. // TODO - Resolve to render target if it was MSAA (Later: Manual resolve during deferred light pass?)
  495. }
  496. // Render transparent objects (TODO - No lighting yet)
  497. const Vector<RenderQueueElement>& transparentElements = camData.transparentQueue->getSortedElements();
  498. for (auto iter = transparentElements.begin(); iter != transparentElements.end(); ++iter)
  499. {
  500. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  501. SPtr<MaterialCore> material = renderElem->material;
  502. UINT32 rendererId = renderElem->renderableId;
  503. Matrix4 worldViewProjMatrix = cameraShaderData.viewProj * mRenderableShaderData[rendererId].worldTransform;
  504. mStaticHandler->updatePerObjectBuffers(*renderElem, mRenderableShaderData[rendererId], worldViewProjMatrix);
  505. mStaticHandler->bindGlobalBuffers(*renderElem); // Note: If I can keep global buffer slot indexes the same between shaders I could only bind these once
  506. mStaticHandler->bindPerObjectBuffers(*renderElem);
  507. if (iter->applyPass)
  508. {
  509. SPtr<PassCore> pass = material->getPass(iter->passIdx);
  510. setPass(pass);
  511. }
  512. SPtr<PassParametersCore> passParams = material->getPassParameters(iter->passIdx);
  513. if (renderElem->samplerOverrides != nullptr)
  514. setPassParams(passParams, &renderElem->samplerOverrides->passes[iter->passIdx]);
  515. else
  516. setPassParams(passParams, nullptr);
  517. gRendererUtility().draw(iter->renderElem->mesh, iter->renderElem->subMesh);
  518. }
  519. camData.opaqueQueue->clear();
  520. camData.transparentQueue->clear();
  521. // Render post-scene callbacks
  522. if (iterCameraCallbacks != mRenderCallbacks.end())
  523. {
  524. for (auto& callbackPair : iterCameraCallbacks->second)
  525. {
  526. if (callbackPair.first < 0)
  527. continue;
  528. callbackPair.second();
  529. }
  530. }
  531. }
  532. void RenderBeast::determineVisible(const CameraCore& camera)
  533. {
  534. CameraData& cameraData = mCameraData[&camera];
  535. UINT64 cameraLayers = camera.getLayers();
  536. ConvexVolume worldFrustum = camera.getWorldFrustum();
  537. // Update per-object param buffers and queue render elements
  538. for (auto& renderableData : mRenderables)
  539. {
  540. RenderableCore* renderable = renderableData.renderable;
  541. RenderableHandler* controller = renderableData.controller;
  542. UINT32 renderableType = renderable->getRenderableType();
  543. UINT32 rendererId = renderable->getRendererId();
  544. if ((renderable->getLayer() & cameraLayers) == 0)
  545. continue;
  546. // Do frustum culling
  547. // TODO - This is bound to be a bottleneck at some point. When it is ensure that intersect
  548. // methods use vector operations, as it is trivial to update them.
  549. const Sphere& boundingSphere = mWorldBounds[rendererId].getSphere();
  550. if (worldFrustum.intersects(boundingSphere))
  551. {
  552. // More precise with the box
  553. const AABox& boundingBox = mWorldBounds[rendererId].getBox();
  554. if (worldFrustum.intersects(boundingBox))
  555. {
  556. float distanceToCamera = (camera.getPosition() - boundingBox.getCenter()).length();
  557. for (auto& renderElem : renderableData.elements)
  558. {
  559. bool isTransparent = (renderElem.material->getShader()->getFlags() & (UINT32)ShaderFlags::Transparent) != 0;
  560. if (isTransparent)
  561. cameraData.transparentQueue->add(&renderElem, distanceToCamera);
  562. else
  563. cameraData.opaqueQueue->add(&renderElem, distanceToCamera);
  564. }
  565. }
  566. }
  567. }
  568. cameraData.opaqueQueue->sort();
  569. cameraData.transparentQueue->sort();
  570. }
  571. Vector2 RenderBeast::getDeviceZTransform(const Matrix4& projMatrix)
  572. {
  573. Vector2 output;
  574. output.x = 1.0f / projMatrix[2][2];
  575. output.y = projMatrix[2][3] / projMatrix[2][2];
  576. return output;
  577. }
  578. CameraShaderData RenderBeast::getCameraShaderData(const CameraCore& camera)
  579. {
  580. CameraShaderData data;
  581. data.proj = camera.getProjectionMatrixRS();
  582. data.view = camera.getViewMatrix();
  583. data.viewProj = data.proj * data.view;
  584. data.invProj = data.proj.inverse();
  585. data.viewDir = camera.getForward();
  586. data.viewOrigin = camera.getPosition();
  587. data.deviceZToWorldZ = getDeviceZTransform(data.proj);
  588. SPtr<ViewportCore> viewport = camera.getViewport();
  589. SPtr<RenderTargetCore> rt = viewport->getTarget();
  590. float halfWidth = viewport->getWidth() / 2.0f;
  591. float halfHeight = viewport->getHeight() / 2.0f;
  592. float rtWidth = (float)rt->getProperties().getWidth();
  593. float rtHeight = (float)rt->getProperties().getHeight();
  594. RenderAPICore& rapi = RenderAPICore::instance();
  595. data.clipToUVScaleOffset.x = (halfWidth / 2.0f) / rtWidth;
  596. data.clipToUVScaleOffset.y = (halfHeight / 2.0f) / rtHeight;
  597. data.clipToUVScaleOffset.z = (viewport->getX() + halfWidth + rapi.getHorizontalTexelOffset()) / rtWidth;
  598. data.clipToUVScaleOffset.w = (viewport->getY() + halfHeight + rapi.getHorizontalTexelOffset()) / rtHeight;
  599. return data;
  600. }
  601. void RenderBeast::refreshSamplerOverrides(bool force)
  602. {
  603. for (auto& entry : mSamplerOverrides)
  604. {
  605. SPtr<MaterialCore> material = entry.first;
  606. if (force)
  607. {
  608. SamplerOverrideUtility::destroySamplerOverrides(entry.second);
  609. entry.second = SamplerOverrideUtility::generateSamplerOverrides(material, mCoreOptions);
  610. }
  611. else
  612. {
  613. MaterialSamplerOverrides* materialOverrides = entry.second;
  614. UINT32 numPasses = material->getNumPasses();
  615. assert(numPasses == materialOverrides->numPasses);
  616. for (UINT32 i = 0; i < numPasses; i++)
  617. {
  618. SPtr<PassParametersCore> passParams = material->getPassParameters(i);
  619. PassSamplerOverrides& passOverrides = materialOverrides->passes[i];
  620. for (UINT32 j = 0; j < PassParametersCore::NUM_PARAMS; j++)
  621. {
  622. StageSamplerOverrides& stageOverrides = passOverrides.stages[j];
  623. SPtr<GpuParamsCore> params = passParams->getParamByIdx(j);
  624. if (params == nullptr)
  625. continue;
  626. const GpuParamDesc& paramDesc = params->getParamDesc();
  627. for (auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  628. {
  629. UINT32 slot = iter->second.slot;
  630. SPtr<SamplerStateCore> samplerState = params->getSamplerState(slot);
  631. assert(stageOverrides.numStates > slot);
  632. if (samplerState != stageOverrides.stateOverrides[slot])
  633. {
  634. if (samplerState != nullptr)
  635. stageOverrides.stateOverrides[slot] = SamplerOverrideUtility::generateSamplerOverride(samplerState, mCoreOptions);
  636. else
  637. stageOverrides.stateOverrides[slot] = SamplerOverrideUtility::generateSamplerOverride(SamplerStateCore::getDefault(), mCoreOptions);;
  638. }
  639. }
  640. }
  641. }
  642. }
  643. }
  644. }
  645. void RenderBeast::setPass(const SPtr<PassCore>& pass)
  646. {
  647. THROW_IF_NOT_CORE_THREAD;
  648. RenderAPICore& rs = RenderAPICore::instance();
  649. struct StageData
  650. {
  651. GpuProgramType type;
  652. bool enable;
  653. SPtr<GpuProgramCore> program;
  654. };
  655. const UINT32 numStages = 6;
  656. StageData stages[numStages] =
  657. {
  658. { GPT_VERTEX_PROGRAM, pass->hasVertexProgram(), pass->getVertexProgram() },
  659. { GPT_FRAGMENT_PROGRAM, pass->hasFragmentProgram(), pass->getFragmentProgram() },
  660. { GPT_GEOMETRY_PROGRAM, pass->hasGeometryProgram(), pass->getGeometryProgram() },
  661. { GPT_HULL_PROGRAM, pass->hasHullProgram(), pass->getHullProgram() },
  662. { GPT_DOMAIN_PROGRAM, pass->hasDomainProgram(), pass->getDomainProgram() },
  663. { GPT_COMPUTE_PROGRAM, pass->hasComputeProgram(), pass->getComputeProgram() }
  664. };
  665. for (UINT32 i = 0; i < numStages; i++)
  666. {
  667. const StageData& stage = stages[i];
  668. if (stage.enable)
  669. rs.bindGpuProgram(stage.program);
  670. else
  671. rs.unbindGpuProgram(stage.type);
  672. }
  673. // Set up non-texture related pass settings
  674. if (pass->getBlendState() != nullptr)
  675. rs.setBlendState(pass->getBlendState());
  676. else
  677. rs.setBlendState(BlendStateCore::getDefault());
  678. if (pass->getDepthStencilState() != nullptr)
  679. rs.setDepthStencilState(pass->getDepthStencilState(), pass->getStencilRefValue());
  680. else
  681. rs.setDepthStencilState(DepthStencilStateCore::getDefault(), pass->getStencilRefValue());
  682. if (pass->getRasterizerState() != nullptr)
  683. rs.setRasterizerState(pass->getRasterizerState());
  684. else
  685. rs.setRasterizerState(RasterizerStateCore::getDefault());
  686. }
  687. void RenderBeast::setPassParams(const SPtr<PassParametersCore>& passParams, const PassSamplerOverrides* samplerOverrides)
  688. {
  689. THROW_IF_NOT_CORE_THREAD;
  690. RenderAPICore& rs = RenderAPICore::instance();
  691. struct StageData
  692. {
  693. GpuProgramType type;
  694. SPtr<GpuParamsCore> params;
  695. };
  696. const UINT32 numStages = 6;
  697. StageData stages[numStages] =
  698. {
  699. { GPT_VERTEX_PROGRAM, passParams->mVertParams },
  700. { GPT_FRAGMENT_PROGRAM, passParams->mFragParams },
  701. { GPT_GEOMETRY_PROGRAM, passParams->mGeomParams },
  702. { GPT_HULL_PROGRAM, passParams->mHullParams },
  703. { GPT_DOMAIN_PROGRAM, passParams->mDomainParams },
  704. { GPT_COMPUTE_PROGRAM, passParams->mComputeParams }
  705. };
  706. for (UINT32 i = 0; i < numStages; i++)
  707. {
  708. const StageData& stage = stages[i];
  709. SPtr<GpuParamsCore> params = stage.params;
  710. if (params == nullptr)
  711. continue;
  712. const GpuParamDesc& paramDesc = params->getParamDesc();
  713. for (auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  714. {
  715. SPtr<SamplerStateCore> samplerState;
  716. if (samplerOverrides != nullptr)
  717. samplerState = samplerOverrides->stages[i].stateOverrides[iter->second.slot];
  718. else
  719. samplerState = params->getSamplerState(iter->second.slot);
  720. if (samplerState == nullptr)
  721. rs.setSamplerState(stage.type, iter->second.slot, SamplerStateCore::getDefault());
  722. else
  723. rs.setSamplerState(stage.type, iter->second.slot, samplerState);
  724. }
  725. for (auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
  726. {
  727. SPtr<TextureCore> texture = params->getTexture(iter->second.slot);
  728. if (!params->isLoadStoreTexture(iter->second.slot))
  729. {
  730. if (texture == nullptr)
  731. rs.setTexture(stage.type, iter->second.slot, false, nullptr);
  732. else
  733. rs.setTexture(stage.type, iter->second.slot, true, texture);
  734. }
  735. else
  736. {
  737. const TextureSurface& surface = params->getLoadStoreSurface(iter->second.slot);
  738. if (texture == nullptr)
  739. rs.setLoadStoreTexture(stage.type, iter->second.slot, false, nullptr, surface);
  740. else
  741. rs.setLoadStoreTexture(stage.type, iter->second.slot, true, texture, surface);
  742. }
  743. }
  744. rs.setConstantBuffers(stage.type, params);
  745. }
  746. }
  747. }