BsRenderBeast.cpp 46 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "BsRenderBeast.h"
  4. #include "BsCCamera.h"
  5. #include "BsCRenderable.h"
  6. #include "BsMaterial.h"
  7. #include "BsMesh.h"
  8. #include "BsPass.h"
  9. #include "BsSamplerState.h"
  10. #include "BsCoreApplication.h"
  11. #include "BsViewport.h"
  12. #include "BsRenderTarget.h"
  13. #include "BsRenderQueue.h"
  14. #include "BsCoreThread.h"
  15. #include "BsGpuParams.h"
  16. #include "BsProfilerCPU.h"
  17. #include "BsProfilerGPU.h"
  18. #include "BsShader.h"
  19. #include "BsGpuParamBlockBuffer.h"
  20. #include "BsTime.h"
  21. #include "BsRenderableElement.h"
  22. #include "BsCoreObjectManager.h"
  23. #include "BsRenderBeastOptions.h"
  24. #include "BsSamplerOverrides.h"
  25. #include "BsLight.h"
  26. #include "BsGpuResourcePool.h"
  27. #include "BsRenderTargets.h"
  28. #include "BsRendererUtility.h"
  29. #include "BsAnimationManager.h"
  30. #include "BsSkeleton.h"
  31. #include "BsGpuBuffer.h"
  32. #include "BsGpuParamsSet.h"
  33. #include "BsRendererExtension.h"
  34. #include "BsReflectionCubemapCache.h"
  35. #include "BsReflectionProbe.h"
  36. #include "BsReflectionProbes.h"
  37. #include "BsMeshData.h"
  38. #include "BsLightGrid.h"
  39. using namespace std::placeholders;
  40. namespace bs { namespace ct
  41. {
  42. RenderBeast::RenderBeast()
  43. : mDefaultMaterial(nullptr), mTiledDeferredLightingMats(), mFlatFramebufferToTextureMat(nullptr)
  44. , mSkyboxMat(nullptr), mSkyboxSolidColorMat(nullptr), mGPULightData(nullptr), mLightGrid(nullptr)
  45. , mObjectRenderer(nullptr), mOptions(bs_shared_ptr_new<RenderBeastOptions>()), mOptionsDirty(true)
  46. { }
  47. const StringID& RenderBeast::getName() const
  48. {
  49. static StringID name = "RenderBeast";
  50. return name;
  51. }
  52. void RenderBeast::initialize()
  53. {
  54. Renderer::initialize();
  55. gCoreThread().queueCommand(std::bind(&RenderBeast::initializeCore, this), CTQF_InternalQueue);
  56. }
  57. void RenderBeast::destroy()
  58. {
  59. Renderer::destroy();
  60. gCoreThread().queueCommand(std::bind(&RenderBeast::destroyCore, this));
  61. gCoreThread().submit(true);
  62. }
  63. void RenderBeast::initializeCore()
  64. {
  65. RendererUtility::startUp();
  66. mCoreOptions = bs_shared_ptr_new<RenderBeastOptions>();
  67. mObjectRenderer = bs_new<ObjectRenderer>();
  68. mDefaultMaterial = bs_new<DefaultMaterial>();
  69. mSkyboxMat = bs_new<SkyboxMat<false>>();
  70. mSkyboxSolidColorMat = bs_new<SkyboxMat<true>>();
  71. mFlatFramebufferToTextureMat = bs_new<FlatFramebufferToTextureMat>();
  72. mTiledDeferredLightingMats[0] = bs_new<TTiledDeferredLightingMat<1>>();
  73. mTiledDeferredLightingMats[1] = bs_new<TTiledDeferredLightingMat<2>>();
  74. mTiledDeferredLightingMats[2] = bs_new<TTiledDeferredLightingMat<4>>();
  75. mTiledDeferredLightingMats[3] = bs_new<TTiledDeferredLightingMat<8>>();
  76. mGPULightData = bs_new<GPULightData>();
  77. mLightGrid = bs_new<LightGrid>();
  78. GpuResourcePool::startUp();
  79. PostProcessing::startUp();
  80. }
  81. void RenderBeast::destroyCore()
  82. {
  83. if (mObjectRenderer != nullptr)
  84. bs_delete(mObjectRenderer);
  85. for (auto& entry : mRenderables)
  86. bs_delete(entry);
  87. for (auto& entry : mCameras)
  88. bs_delete(entry.second);
  89. mRenderTargets.clear();
  90. mCameras.clear();
  91. mRenderables.clear();
  92. mRenderableVisibility.clear();
  93. PostProcessing::shutDown();
  94. GpuResourcePool::shutDown();
  95. bs_delete(mDefaultMaterial);
  96. bs_delete(mSkyboxMat);
  97. bs_delete(mSkyboxSolidColorMat);
  98. bs_delete(mGPULightData);
  99. bs_delete(mLightGrid);
  100. bs_delete(mFlatFramebufferToTextureMat);
  101. UINT32 numDeferredMats = sizeof(mTiledDeferredLightingMats) / sizeof(mTiledDeferredLightingMats[0]);
  102. for (UINT32 i = 0; i < numDeferredMats; i++)
  103. bs_delete(mTiledDeferredLightingMats[i]);
  104. RendererUtility::shutDown();
  105. assert(mSamplerOverrides.empty());
  106. }
  107. void RenderBeast::notifyRenderableAdded(Renderable* renderable)
  108. {
  109. UINT32 renderableId = (UINT32)mRenderables.size();
  110. renderable->setRendererId(renderableId);
  111. mRenderables.push_back(bs_new<RendererObject>());
  112. mRenderableCullInfos.push_back(CullInfo(renderable->getBounds(), renderable->getLayer()));
  113. mRenderableVisibility.push_back(false);
  114. RendererObject* rendererObject = mRenderables.back();
  115. rendererObject->renderable = renderable;
  116. rendererObject->updatePerObjectBuffer();
  117. SPtr<Mesh> mesh = renderable->getMesh();
  118. if (mesh != nullptr)
  119. {
  120. const MeshProperties& meshProps = mesh->getProperties();
  121. SPtr<VertexDeclaration> vertexDecl = mesh->getVertexData()->vertexDeclaration;
  122. for (UINT32 i = 0; i < meshProps.getNumSubMeshes(); i++)
  123. {
  124. rendererObject->elements.push_back(BeastRenderableElement());
  125. BeastRenderableElement& renElement = rendererObject->elements.back();
  126. renElement.mesh = mesh;
  127. renElement.subMesh = meshProps.getSubMesh(i);
  128. renElement.renderableId = renderableId;
  129. renElement.animType = renderable->getAnimType();
  130. renElement.animationId = renderable->getAnimationId();
  131. renElement.morphShapeVersion = 0;
  132. renElement.morphShapeBuffer = renderable->getMorphShapeBuffer();
  133. renElement.boneMatrixBuffer = renderable->getBoneMatrixBuffer();
  134. renElement.morphVertexDeclaration = renderable->getMorphVertexDeclaration();
  135. renElement.material = renderable->getMaterial(i);
  136. if (renElement.material == nullptr)
  137. renElement.material = renderable->getMaterial(0);
  138. if (renElement.material != nullptr && renElement.material->getShader() == nullptr)
  139. renElement.material = nullptr;
  140. // If no material use the default material
  141. if (renElement.material == nullptr)
  142. renElement.material = mDefaultMaterial->getMaterial();
  143. // Determine which technique to use
  144. static StringID techniqueIDLookup[4] = { StringID::NONE, RTag_Skinned, RTag_Morph, RTag_SkinnedMorph };
  145. static_assert((UINT32)RenderableAnimType::Count == 4, "RenderableAnimType is expected to have four sequential entries.");
  146. UINT32 techniqueIdx = -1;
  147. RenderableAnimType animType = renderable->getAnimType();
  148. if(animType != RenderableAnimType::None)
  149. techniqueIdx = renElement.material->findTechnique(techniqueIDLookup[(int)animType]);
  150. if (techniqueIdx == (UINT32)-1)
  151. techniqueIdx = renElement.material->getDefaultTechnique();
  152. renElement.techniqueIdx = techniqueIdx;
  153. // Validate mesh <-> shader vertex bindings
  154. if (renElement.material != nullptr)
  155. {
  156. UINT32 numPasses = renElement.material->getNumPasses(techniqueIdx);
  157. for (UINT32 j = 0; j < numPasses; j++)
  158. {
  159. SPtr<Pass> pass = renElement.material->getPass(j, techniqueIdx);
  160. SPtr<VertexDeclaration> shaderDecl = pass->getVertexProgram()->getInputDeclaration();
  161. if (!vertexDecl->isCompatible(shaderDecl))
  162. {
  163. Vector<VertexElement> missingElements = vertexDecl->getMissingElements(shaderDecl);
  164. // If using morph shapes ignore POSITION1 and NORMAL1 missing since we assign them from within the renderer
  165. if(animType == RenderableAnimType::Morph || animType == RenderableAnimType::SkinnedMorph)
  166. {
  167. auto removeIter = std::remove_if(missingElements.begin(), missingElements.end(), [](const VertexElement& x)
  168. {
  169. return (x.getSemantic() == VES_POSITION && x.getSemanticIdx() == 1) ||
  170. (x.getSemantic() == VES_NORMAL && x.getSemanticIdx() == 1);
  171. });
  172. missingElements.erase(removeIter, missingElements.end());
  173. }
  174. if (!missingElements.empty())
  175. {
  176. StringStream wrnStream;
  177. wrnStream << "Provided mesh is missing required vertex attributes to render with the provided shader. Missing elements: " << std::endl;
  178. for (auto& entry : missingElements)
  179. wrnStream << "\t" << toString(entry.getSemantic()) << entry.getSemanticIdx() << std::endl;
  180. LOGWRN(wrnStream.str());
  181. break;
  182. }
  183. }
  184. }
  185. }
  186. // Generate or assigned renderer specific data for the material
  187. renElement.params = renElement.material->createParamsSet(techniqueIdx);
  188. renElement.material->updateParamsSet(renElement.params, true);
  189. // Generate or assign sampler state overrides
  190. SamplerOverrideKey samplerKey(renElement.material, techniqueIdx);
  191. auto iterFind = mSamplerOverrides.find(samplerKey);
  192. if (iterFind != mSamplerOverrides.end())
  193. {
  194. renElement.samplerOverrides = iterFind->second;
  195. iterFind->second->refCount++;
  196. }
  197. else
  198. {
  199. SPtr<Shader> shader = renElement.material->getShader();
  200. MaterialSamplerOverrides* samplerOverrides = SamplerOverrideUtility::generateSamplerOverrides(shader,
  201. renElement.material->_getInternalParams(), renElement.params, mCoreOptions);
  202. mSamplerOverrides[samplerKey] = samplerOverrides;
  203. renElement.samplerOverrides = samplerOverrides;
  204. samplerOverrides->refCount++;
  205. }
  206. mObjectRenderer->initElement(*rendererObject, renElement);
  207. }
  208. }
  209. }
  210. void RenderBeast::notifyRenderableRemoved(Renderable* renderable)
  211. {
  212. UINT32 renderableId = renderable->getRendererId();
  213. Renderable* lastRenerable = mRenderables.back()->renderable;
  214. UINT32 lastRenderableId = lastRenerable->getRendererId();
  215. RendererObject* rendererObject = mRenderables[renderableId];
  216. Vector<BeastRenderableElement>& elements = rendererObject->elements;
  217. for (auto& element : elements)
  218. {
  219. SamplerOverrideKey samplerKey(element.material, element.techniqueIdx);
  220. auto iterFind = mSamplerOverrides.find(samplerKey);
  221. assert(iterFind != mSamplerOverrides.end());
  222. MaterialSamplerOverrides* samplerOverrides = iterFind->second;
  223. samplerOverrides->refCount--;
  224. if (samplerOverrides->refCount == 0)
  225. {
  226. SamplerOverrideUtility::destroySamplerOverrides(samplerOverrides);
  227. mSamplerOverrides.erase(iterFind);
  228. }
  229. element.samplerOverrides = nullptr;
  230. }
  231. if (renderableId != lastRenderableId)
  232. {
  233. // Swap current last element with the one we want to erase
  234. std::swap(mRenderables[renderableId], mRenderables[lastRenderableId]);
  235. std::swap(mRenderableCullInfos[renderableId], mRenderableCullInfos[lastRenderableId]);
  236. lastRenerable->setRendererId(renderableId);
  237. for (auto& element : elements)
  238. element.renderableId = renderableId;
  239. }
  240. // Last element is the one we want to erase
  241. mRenderables.erase(mRenderables.end() - 1);
  242. mRenderableCullInfos.erase(mRenderableCullInfos.end() - 1);
  243. mRenderableVisibility.erase(mRenderableVisibility.end() - 1);
  244. bs_delete(rendererObject);
  245. }
  246. void RenderBeast::notifyRenderableUpdated(Renderable* renderable)
  247. {
  248. UINT32 renderableId = renderable->getRendererId();
  249. mRenderables[renderableId]->updatePerObjectBuffer();
  250. mRenderableCullInfos[renderableId].bounds = renderable->getBounds();
  251. }
  252. void RenderBeast::notifyLightAdded(Light* light)
  253. {
  254. if (light->getType() == LightType::Directional)
  255. {
  256. UINT32 lightId = (UINT32)mDirectionalLights.size();
  257. light->setRendererId(lightId);
  258. mDirectionalLights.push_back(RendererLight(light));
  259. }
  260. else
  261. {
  262. if (light->getType() == LightType::Point)
  263. {
  264. UINT32 lightId = (UINT32)mRadialLights.size();
  265. light->setRendererId(lightId);
  266. mRadialLights.push_back(RendererLight(light));
  267. mPointLightWorldBounds.push_back(light->getBounds());
  268. }
  269. else // Spot
  270. {
  271. UINT32 lightId = (UINT32)mSpotLights.size();
  272. light->setRendererId(lightId);
  273. mSpotLights.push_back(RendererLight(light));
  274. mSpotLightWorldBounds.push_back(light->getBounds());
  275. }
  276. }
  277. }
  278. void RenderBeast::notifyLightUpdated(Light* light)
  279. {
  280. UINT32 lightId = light->getRendererId();
  281. if (light->getType() == LightType::Point)
  282. mPointLightWorldBounds[lightId] = light->getBounds();
  283. else if(light->getType() == LightType::Spot)
  284. mSpotLightWorldBounds[lightId] = light->getBounds();
  285. }
  286. void RenderBeast::notifyLightRemoved(Light* light)
  287. {
  288. UINT32 lightId = light->getRendererId();
  289. if (light->getType() == LightType::Directional)
  290. {
  291. Light* lastLight = mDirectionalLights.back().getInternal();
  292. UINT32 lastLightId = lastLight->getRendererId();
  293. if (lightId != lastLightId)
  294. {
  295. // Swap current last element with the one we want to erase
  296. std::swap(mDirectionalLights[lightId], mDirectionalLights[lastLightId]);
  297. lastLight->setRendererId(lightId);
  298. }
  299. // Last element is the one we want to erase
  300. mDirectionalLights.erase(mDirectionalLights.end() - 1);
  301. }
  302. else
  303. {
  304. if (light->getType() == LightType::Point)
  305. {
  306. Light* lastLight = mRadialLights.back().getInternal();
  307. UINT32 lastLightId = lastLight->getRendererId();
  308. if (lightId != lastLightId)
  309. {
  310. // Swap current last element with the one we want to erase
  311. std::swap(mRadialLights[lightId], mRadialLights[lastLightId]);
  312. std::swap(mPointLightWorldBounds[lightId], mPointLightWorldBounds[lastLightId]);
  313. lastLight->setRendererId(lightId);
  314. }
  315. // Last element is the one we want to erase
  316. mRadialLights.erase(mRadialLights.end() - 1);
  317. mPointLightWorldBounds.erase(mPointLightWorldBounds.end() - 1);
  318. }
  319. else // Spot
  320. {
  321. Light* lastLight = mSpotLights.back().getInternal();
  322. UINT32 lastLightId = lastLight->getRendererId();
  323. if (lightId != lastLightId)
  324. {
  325. // Swap current last element with the one we want to erase
  326. std::swap(mSpotLights[lightId], mSpotLights[lastLightId]);
  327. std::swap(mSpotLightWorldBounds[lightId], mSpotLightWorldBounds[lastLightId]);
  328. lastLight->setRendererId(lightId);
  329. }
  330. // Last element is the one we want to erase
  331. mSpotLights.erase(mSpotLights.end() - 1);
  332. mSpotLightWorldBounds.erase(mSpotLightWorldBounds.end() - 1);
  333. }
  334. }
  335. }
  336. void RenderBeast::notifyCameraAdded(const Camera* camera)
  337. {
  338. RendererCamera* renCamera = updateCameraData(camera);
  339. renCamera->updatePerViewBuffer();
  340. }
  341. void RenderBeast::notifyCameraUpdated(const Camera* camera, UINT32 updateFlag)
  342. {
  343. RendererCamera* rendererCam;
  344. if((updateFlag & (UINT32)CameraDirtyFlag::Everything) != 0)
  345. {
  346. rendererCam = updateCameraData(camera);
  347. }
  348. else if((updateFlag & (UINT32)CameraDirtyFlag::PostProcess) != 0)
  349. {
  350. rendererCam = mCameras[camera];
  351. rendererCam->setPostProcessSettings(camera->getPostProcessSettings());
  352. }
  353. else // Transform
  354. {
  355. rendererCam = mCameras[camera];
  356. rendererCam->setTransform(
  357. camera->getPosition(),
  358. camera->getForward(),
  359. camera->getViewMatrix(),
  360. camera->getProjectionMatrixRS(),
  361. camera->getWorldFrustum());
  362. }
  363. rendererCam->updatePerViewBuffer();
  364. }
  365. void RenderBeast::notifyCameraRemoved(const Camera* camera)
  366. {
  367. updateCameraData(camera, true);
  368. }
  369. void RenderBeast::notifyReflectionProbeAdded(ReflectionProbe* probe)
  370. {
  371. UINT32 probeId = (UINT32)mReflProbes.size();
  372. probe->setRendererId(probeId);
  373. mReflProbes.push_back(ReflProbeInfo());
  374. ReflProbeInfo& probeInfo = mReflProbes.back();
  375. probeInfo.probe = probe;
  376. probeInfo.arrayIdx = -1;
  377. probeInfo.texture = probe->getCustomTexture();
  378. probeInfo.customTexture = probeInfo.texture != nullptr;
  379. probeInfo.textureDirty = ReflectionCubemapCache::instance().isDirty(probe->getUUID());
  380. probeInfo.arrayDirty = true;
  381. probeInfo.errorFlagged = false;
  382. mReflProbeWorldBounds.push_back(probe->getBounds());
  383. // Find a spot in cubemap array
  384. if(probe->getType() != ReflectionProbeType::Plane)
  385. {
  386. UINT32 numArrayEntries = (UINT32)mCubemapArrayUsedSlots.size();
  387. for(UINT32 i = 0; i < numArrayEntries; i++)
  388. {
  389. if(!mCubemapArrayUsedSlots[i])
  390. {
  391. probeInfo.arrayIdx = i;
  392. mCubemapArrayUsedSlots[i] = true;
  393. break;
  394. }
  395. }
  396. // No empty slot was found
  397. if (probeInfo.arrayIdx == -1)
  398. {
  399. probeInfo.arrayIdx = numArrayEntries;
  400. mCubemapArrayUsedSlots.push_back(true);
  401. }
  402. }
  403. }
  404. void RenderBeast::notifyReflectionProbeUpdated(ReflectionProbe* probe)
  405. {
  406. // Should only get called if transform changes, any other major changes and ReflProbeInfo entry gets rebuild
  407. UINT32 probeId = probe->getRendererId();
  408. mReflProbeWorldBounds[probeId] = probe->getBounds();
  409. ReflProbeInfo& probeInfo = mReflProbes[probeId];
  410. probeInfo.arrayDirty = true;
  411. if (!probeInfo.customTexture)
  412. {
  413. ReflectionCubemapCache::instance().notifyDirty(probe->getUUID());
  414. probeInfo.textureDirty = true;
  415. }
  416. }
  417. void RenderBeast::notifyReflectionProbeRemoved(ReflectionProbe* probe)
  418. {
  419. UINT32 probeId = probe->getRendererId();
  420. UINT32 arrayIdx = mReflProbes[probeId].arrayIdx;
  421. ReflectionProbe* lastProbe = mReflProbes.back().probe;
  422. UINT32 lastProbeId = lastProbe->getRendererId();
  423. if (probeId != lastProbeId)
  424. {
  425. // Swap current last element with the one we want to erase
  426. std::swap(mReflProbes[probeId], mReflProbes[lastProbeId]);
  427. std::swap(mReflProbeWorldBounds[probeId], mReflProbeWorldBounds[lastProbeId]);
  428. probe->setRendererId(probeId);
  429. }
  430. // Last element is the one we want to erase
  431. mRadialLights.erase(mRadialLights.end() - 1);
  432. mPointLightWorldBounds.erase(mPointLightWorldBounds.end() - 1);
  433. if (arrayIdx != -1)
  434. mCubemapArrayUsedSlots[arrayIdx] = false;
  435. ReflectionCubemapCache::instance().unloadCachedTexture(probe->getUUID());
  436. }
  437. SPtr<PostProcessSettings> RenderBeast::createPostProcessSettings() const
  438. {
  439. return bs_shared_ptr_new<StandardPostProcessSettings>();
  440. }
  441. RendererCamera* RenderBeast::updateCameraData(const Camera* camera, bool forceRemove)
  442. {
  443. RendererCamera* output;
  444. SPtr<RenderTarget> renderTarget = camera->getViewport()->getTarget();
  445. auto iterFind = mCameras.find(camera);
  446. if(forceRemove)
  447. {
  448. if(iterFind != mCameras.end())
  449. {
  450. bs_delete(iterFind->second);
  451. mCameras.erase(iterFind);
  452. }
  453. renderTarget = nullptr;
  454. output = nullptr;
  455. }
  456. else
  457. {
  458. SPtr<Viewport> viewport = camera->getViewport();
  459. RENDERER_VIEW_DESC viewDesc;
  460. viewDesc.target.clearFlags = 0;
  461. if (viewport->getRequiresColorClear())
  462. viewDesc.target.clearFlags |= FBT_COLOR;
  463. if (viewport->getRequiresDepthClear())
  464. viewDesc.target.clearFlags |= FBT_DEPTH;
  465. if (viewport->getRequiresStencilClear())
  466. viewDesc.target.clearFlags |= FBT_STENCIL;
  467. viewDesc.target.clearColor = viewport->getClearColor();
  468. viewDesc.target.clearDepthValue = viewport->getClearDepthValue();
  469. viewDesc.target.clearStencilValue = viewport->getClearStencilValue();
  470. viewDesc.target.target = viewport->getTarget();
  471. viewDesc.target.nrmViewRect = viewport->getNormArea();
  472. viewDesc.target.viewRect = Rect2I(
  473. viewport->getX(),
  474. viewport->getY(),
  475. (UINT32)viewport->getWidth(),
  476. (UINT32)viewport->getHeight());
  477. if (viewDesc.target.target != nullptr)
  478. {
  479. viewDesc.target.targetWidth = viewDesc.target.target->getProperties().getWidth();
  480. viewDesc.target.targetHeight = viewDesc.target.target->getProperties().getHeight();
  481. }
  482. else
  483. {
  484. viewDesc.target.targetWidth = 0;
  485. viewDesc.target.targetHeight = 0;
  486. }
  487. viewDesc.target.numSamples = camera->getMSAACount();
  488. viewDesc.isOverlay = camera->getFlags().isSet(CameraFlag::Overlay);
  489. viewDesc.isHDR = camera->getFlags().isSet(CameraFlag::HDR);
  490. viewDesc.noLighting = camera->getFlags().isSet(CameraFlag::NoLighting);
  491. viewDesc.triggerCallbacks = true;
  492. viewDesc.runPostProcessing = true;
  493. viewDesc.cullFrustum = camera->getWorldFrustum();
  494. viewDesc.visibleLayers = camera->getLayers();
  495. viewDesc.nearPlane = camera->getNearClipDistance();
  496. viewDesc.farPlane = camera->getFarClipDistance();
  497. viewDesc.flipView = false;
  498. viewDesc.viewOrigin = camera->getPosition();
  499. viewDesc.viewDirection = camera->getForward();
  500. viewDesc.projTransform = camera->getProjectionMatrixRS();
  501. viewDesc.viewTransform = camera->getViewMatrix();
  502. viewDesc.stateReduction = mCoreOptions->stateReductionMode;
  503. viewDesc.skyboxTexture = camera->getSkybox();
  504. viewDesc.sceneCamera = camera;
  505. if (iterFind != mCameras.end())
  506. {
  507. output = iterFind->second;
  508. output->setView(viewDesc);
  509. }
  510. else
  511. {
  512. output = bs_new<RendererCamera>(viewDesc);
  513. mCameras[camera] = output;
  514. }
  515. output->setPostProcessSettings(camera->getPostProcessSettings());
  516. }
  517. // Remove from render target list
  518. int rtChanged = 0; // 0 - No RT, 1 - RT found, 2 - RT changed
  519. for (auto iterTarget = mRenderTargets.begin(); iterTarget != mRenderTargets.end(); ++iterTarget)
  520. {
  521. RendererRenderTarget& target = *iterTarget;
  522. for (auto iterCam = target.cameras.begin(); iterCam != target.cameras.end(); ++iterCam)
  523. {
  524. if (camera == *iterCam)
  525. {
  526. if (renderTarget != target.target)
  527. {
  528. target.cameras.erase(iterCam);
  529. rtChanged = 2;
  530. }
  531. else
  532. rtChanged = 1;
  533. break;
  534. }
  535. }
  536. if (target.cameras.empty())
  537. {
  538. mRenderTargets.erase(iterTarget);
  539. break;
  540. }
  541. }
  542. // Register in render target list
  543. if (renderTarget != nullptr && (rtChanged == 0 || rtChanged == 2))
  544. {
  545. auto findIter = std::find_if(mRenderTargets.begin(), mRenderTargets.end(),
  546. [&](const RendererRenderTarget& x) { return x.target == renderTarget; });
  547. if (findIter != mRenderTargets.end())
  548. {
  549. findIter->cameras.push_back(camera);
  550. }
  551. else
  552. {
  553. mRenderTargets.push_back(RendererRenderTarget());
  554. RendererRenderTarget& renderTargetData = mRenderTargets.back();
  555. renderTargetData.target = renderTarget;
  556. renderTargetData.cameras.push_back(camera);
  557. }
  558. // Sort render targets based on priority
  559. auto cameraComparer = [&](const Camera* a, const Camera* b) { return a->getPriority() > b->getPriority(); };
  560. auto renderTargetInfoComparer = [&](const RendererRenderTarget& a, const RendererRenderTarget& b)
  561. { return a.target->getProperties().getPriority() > b.target->getProperties().getPriority(); };
  562. std::sort(begin(mRenderTargets), end(mRenderTargets), renderTargetInfoComparer);
  563. for (auto& camerasPerTarget : mRenderTargets)
  564. {
  565. Vector<const Camera*>& cameras = camerasPerTarget.cameras;
  566. std::sort(begin(cameras), end(cameras), cameraComparer);
  567. }
  568. }
  569. return output;
  570. }
  571. void RenderBeast::setOptions(const SPtr<RendererOptions>& options)
  572. {
  573. mOptions = std::static_pointer_cast<RenderBeastOptions>(options);
  574. mOptionsDirty = true;
  575. }
  576. SPtr<RendererOptions> RenderBeast::getOptions() const
  577. {
  578. return mOptions;
  579. }
  580. void RenderBeast::syncOptions(const RenderBeastOptions& options)
  581. {
  582. bool filteringChanged = mCoreOptions->filtering != options.filtering;
  583. if (options.filtering == RenderBeastFiltering::Anisotropic)
  584. filteringChanged |= mCoreOptions->anisotropyMax != options.anisotropyMax;
  585. if (filteringChanged)
  586. refreshSamplerOverrides(true);
  587. *mCoreOptions = options;
  588. for (auto& entry : mCameras)
  589. {
  590. RendererCamera* rendererCam = entry.second;
  591. rendererCam->setStateReductionMode(mCoreOptions->stateReductionMode);
  592. }
  593. }
  594. void RenderBeast::renderAll()
  595. {
  596. // Sync all dirty sim thread CoreObject data to core thread
  597. CoreObjectManager::instance().syncToCore();
  598. if (mOptionsDirty)
  599. {
  600. gCoreThread().queueCommand(std::bind(&RenderBeast::syncOptions, this, *mOptions));
  601. mOptionsDirty = false;
  602. }
  603. gCoreThread().queueCommand(std::bind(&RenderBeast::renderAllCore, this, gTime().getTime(), gTime().getFrameDelta()));
  604. }
  605. static SPtr<Texture> dbgSkyTex;
  606. void RenderBeast::renderAllCore(float time, float delta)
  607. {
  608. THROW_IF_NOT_CORE_THREAD;
  609. gProfilerGPU().beginFrame();
  610. gProfilerCPU().beginSample("renderAllCore");
  611. // Note: I'm iterating over all sampler states every frame. If this ends up being a performance
  612. // issue consider handling this internally in ct::Material which can only do it when sampler states
  613. // are actually modified after sync
  614. refreshSamplerOverrides();
  615. // Update global per-frame hardware buffers
  616. mObjectRenderer->setParamFrameParams(time);
  617. // Retrieve animation data
  618. AnimationManager::instance().waitUntilComplete();
  619. const RendererAnimationData& animData = AnimationManager::instance().getRendererData();
  620. FrameInfo frameInfo(delta, animData);
  621. // Update reflection probes
  622. updateReflectionProbes(frameInfo);
  623. // Gather all views
  624. Vector<RendererCamera*> views;
  625. for (auto& rtInfo : mRenderTargets)
  626. {
  627. SPtr<RenderTarget> target = rtInfo.target;
  628. Vector<const Camera*>& cameras = rtInfo.cameras;
  629. UINT32 numCameras = (UINT32)cameras.size();
  630. for (UINT32 i = 0; i < numCameras; i++)
  631. {
  632. RendererCamera* viewInfo = mCameras[cameras[i]];
  633. views.push_back(viewInfo);
  634. }
  635. }
  636. // Render everything
  637. renderViews(views.data(), (UINT32)views.size(), frameInfo);
  638. gProfilerGPU().endFrame();
  639. // Present render targets with back buffers
  640. for (auto& rtInfo : mRenderTargets)
  641. {
  642. if(rtInfo.target->getProperties().isWindow())
  643. RenderAPI::instance().swapBuffers(rtInfo.target);
  644. }
  645. gProfilerCPU().endSample("renderAllCore");
  646. }
  647. void RenderBeast::renderViews(RendererCamera** views, UINT32 numViews, const FrameInfo& frameInfo)
  648. {
  649. // Generate render queues per camera
  650. mRenderableVisibility.assign(mRenderableVisibility.size(), false);
  651. for(UINT32 i = 0; i < numViews; i++)
  652. views[i]->determineVisible(mRenderables, mRenderableCullInfos, &mRenderableVisibility);
  653. // Generate a list of lights and their GPU buffers
  654. UINT32 numDirLights = (UINT32)mDirectionalLights.size();
  655. for (UINT32 i = 0; i < numDirLights; i++)
  656. {
  657. mLightDataTemp.push_back(LightData());
  658. mDirectionalLights[i].getParameters(mLightDataTemp.back());
  659. }
  660. UINT32 numRadialLights = (UINT32)mRadialLights.size();
  661. mLightVisibilityTemp.resize(numRadialLights, false);
  662. for (UINT32 i = 0; i < numViews; i++)
  663. views[i]->calculateVisibility(mPointLightWorldBounds, mLightVisibilityTemp);
  664. for(UINT32 i = 0; i < numRadialLights; i++)
  665. {
  666. if (!mLightVisibilityTemp[i])
  667. continue;
  668. mLightDataTemp.push_back(LightData());
  669. mRadialLights[i].getParameters(mLightDataTemp.back());
  670. }
  671. UINT32 numSpotLights = (UINT32)mSpotLights.size();
  672. mLightVisibilityTemp.resize(numSpotLights, false);
  673. for (UINT32 i = 0; i < numViews; i++)
  674. views[i]->calculateVisibility(mSpotLightWorldBounds, mLightVisibilityTemp);
  675. for (UINT32 i = 0; i < numSpotLights; i++)
  676. {
  677. if (!mLightVisibilityTemp[i])
  678. continue;
  679. mLightDataTemp.push_back(LightData());
  680. mSpotLights[i].getParameters(mLightDataTemp.back());
  681. }
  682. mGPULightData->setLights(mLightDataTemp, numDirLights, numRadialLights, numSpotLights);
  683. mLightDataTemp.clear();
  684. mLightVisibilityTemp.clear();
  685. // Update various buffers required by each renderable
  686. UINT32 numRenderables = (UINT32)mRenderables.size();
  687. for (UINT32 i = 0; i < numRenderables; i++)
  688. {
  689. if (!mRenderableVisibility[i])
  690. continue;
  691. // Note: Before uploading bone matrices perhaps check if they has actually been changed since last frame
  692. mRenderables[i]->renderable->updateAnimationBuffers(frameInfo.animData);
  693. // Note: Could this step be moved in notifyRenderableUpdated, so it only triggers when material actually gets
  694. // changed? Although it shouldn't matter much because if the internal versions keeping track of dirty params.
  695. for (auto& element : mRenderables[i]->elements)
  696. element.material->updateParamsSet(element.params);
  697. mRenderables[i]->perObjectParamBuffer->flushToGPU();
  698. }
  699. for (UINT32 i = 0; i < numViews; i++)
  700. {
  701. if (views[i]->isOverlay())
  702. renderOverlay(views[i]);
  703. else
  704. renderView(views[i], frameInfo.timeDelta);
  705. }
  706. }
  707. void RenderBeast::renderView(RendererCamera* viewInfo, float frameDelta)
  708. {
  709. gProfilerCPU().beginSample("Render");
  710. const Camera* sceneCamera = viewInfo->getSceneCamera();
  711. SPtr<GpuParamBlockBuffer> perCameraBuffer = viewInfo->getPerViewBuffer();
  712. perCameraBuffer->flushToGPU();
  713. Matrix4 viewProj = viewInfo->getViewProjMatrix();
  714. viewInfo->beginRendering(true);
  715. // Prepare light grid required for transparent object rendering
  716. mLightGrid->updateGrid(*viewInfo, *mGPULightData, viewInfo->renderWithNoLighting());
  717. SPtr<GpuParamBlockBuffer> gridParams;
  718. SPtr<GpuBuffer> gridOffsetsAndSize, gridLightIndices;
  719. mLightGrid->getOutputs(gridOffsetsAndSize, gridLightIndices, gridParams);
  720. // Assign camera and per-call data to all relevant renderables
  721. const VisibilityInfo& visibility = viewInfo->getVisibilityMasks();
  722. UINT32 numRenderables = (UINT32)mRenderables.size();
  723. for (UINT32 i = 0; i < numRenderables; i++)
  724. {
  725. if (!visibility.renderables[i])
  726. continue;
  727. RendererObject* rendererObject = mRenderables[i];
  728. rendererObject->updatePerCallBuffer(viewProj);
  729. for (auto& element : mRenderables[i]->elements)
  730. {
  731. if (element.perCameraBindingIdx != -1)
  732. element.params->setParamBlockBuffer(element.perCameraBindingIdx, perCameraBuffer, true);
  733. if (element.gridParamsBindingIdx != -1)
  734. element.params->setParamBlockBuffer(element.gridParamsBindingIdx, gridParams, true);
  735. element.gridOffsetsAndSizeParam.set(gridOffsetsAndSize);
  736. element.gridLightIndicesParam.set(gridLightIndices);
  737. element.lightsBufferParam.set(mGPULightData->getLightBuffer());
  738. }
  739. }
  740. SPtr<RenderTargets> renderTargets = viewInfo->getRenderTargets();
  741. renderTargets->bindGBuffer();
  742. // Trigger pre-base-pass callbacks
  743. auto iterRenderCallback = mCallbacks.begin();
  744. if (viewInfo->checkTriggerCallbacks())
  745. {
  746. while (iterRenderCallback != mCallbacks.end())
  747. {
  748. RendererExtension* extension = *iterRenderCallback;
  749. if (extension->getLocation() != RenderLocation::PreBasePass)
  750. break;
  751. if (extension->check(*sceneCamera))
  752. extension->render(*sceneCamera);
  753. ++iterRenderCallback;
  754. }
  755. }
  756. // Render base pass
  757. const Vector<RenderQueueElement>& opaqueElements = viewInfo->getOpaqueQueue()->getSortedElements();
  758. for (auto iter = opaqueElements.begin(); iter != opaqueElements.end(); ++iter)
  759. {
  760. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  761. renderElement(*renderElem, iter->passIdx, iter->applyPass, viewProj);
  762. }
  763. // Trigger post-base-pass callbacks
  764. if (viewInfo->checkTriggerCallbacks())
  765. {
  766. while (iterRenderCallback != mCallbacks.end())
  767. {
  768. RendererExtension* extension = *iterRenderCallback;
  769. if (extension->getLocation() != RenderLocation::PostBasePass)
  770. break;
  771. if (extension->check(*sceneCamera))
  772. extension->render(*sceneCamera);
  773. ++iterRenderCallback;
  774. }
  775. }
  776. RenderAPI& rapi = RenderAPI::instance();
  777. rapi.setRenderTarget(nullptr);
  778. // Render light pass
  779. ITiledDeferredLightingMat* lightingMat;
  780. UINT32 numSamples = viewInfo->getNumSamples();
  781. switch(numSamples)
  782. {
  783. case 0:
  784. case 1:
  785. lightingMat = mTiledDeferredLightingMats[0]; // No MSAA
  786. break;
  787. case 2:
  788. lightingMat = mTiledDeferredLightingMats[1]; // 2X MSAA
  789. break;
  790. case 4:
  791. lightingMat = mTiledDeferredLightingMats[2]; // 4X MSAA
  792. break;
  793. default:
  794. lightingMat = mTiledDeferredLightingMats[3]; // 8X MSAA or higher
  795. break;
  796. }
  797. lightingMat->setLights(*mGPULightData);
  798. lightingMat->execute(renderTargets, perCameraBuffer, viewInfo->renderWithNoLighting());
  799. const RenderAPIInfo& rapiInfo = RenderAPI::instance().getAPIInfo();
  800. bool usingFlattenedFB = numSamples > 1 && !rapiInfo.isFlagSet(RenderAPIFeatureFlag::MSAAImageStores);
  801. renderTargets->bindSceneColor(true);
  802. // If we're using flattened framebuffer for MSAA we need to copy its contents to the MSAA scene texture before
  803. // continuing
  804. if(usingFlattenedFB)
  805. {
  806. mFlatFramebufferToTextureMat->execute(renderTargets->getFlattenedSceneColorBuffer(),
  807. renderTargets->getSceneColor());
  808. }
  809. // Render skybox (if any)
  810. SPtr<Texture> skyTexture = viewInfo->getSkybox();
  811. if (skyTexture != nullptr && skyTexture->getProperties().getTextureType() == TEX_TYPE_CUBE_MAP)
  812. {
  813. mSkyboxMat->bind(perCameraBuffer);
  814. mSkyboxMat->setParams(skyTexture, Color::White);
  815. }
  816. else
  817. {
  818. Color clearColor = viewInfo->getClearColor();
  819. mSkyboxSolidColorMat->bind(perCameraBuffer);
  820. mSkyboxSolidColorMat->setParams(nullptr, clearColor);
  821. }
  822. SPtr<Mesh> mesh = gRendererUtility().getSkyBoxMesh();
  823. gRendererUtility().draw(mesh, mesh->getProperties().getSubMesh(0));
  824. renderTargets->bindSceneColor(false);
  825. // Render transparent objects
  826. const Vector<RenderQueueElement>& transparentElements = viewInfo->getTransparentQueue()->getSortedElements();
  827. for (auto iter = transparentElements.begin(); iter != transparentElements.end(); ++iter)
  828. {
  829. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  830. renderElement(*renderElem, iter->passIdx, iter->applyPass, viewProj);
  831. }
  832. // Trigger post-light-pass callbacks
  833. if (viewInfo->checkTriggerCallbacks())
  834. {
  835. while (iterRenderCallback != mCallbacks.end())
  836. {
  837. RendererExtension* extension = *iterRenderCallback;
  838. if (extension->getLocation() != RenderLocation::PostLightPass)
  839. break;
  840. if (extension->check(*sceneCamera))
  841. extension->render(*sceneCamera);
  842. ++iterRenderCallback;
  843. }
  844. }
  845. // Post-processing and final resolve
  846. Rect2 viewportArea = viewInfo->getViewportRect();
  847. if (viewInfo->checkRunPostProcessing())
  848. {
  849. // If using MSAA, resolve into non-MSAA texture before post-processing
  850. if(numSamples > 1)
  851. {
  852. rapi.setRenderTarget(renderTargets->getSceneColorNonMSAART());
  853. rapi.setViewport(viewportArea);
  854. SPtr<Texture> sceneColor = renderTargets->getSceneColor();
  855. gRendererUtility().blit(sceneColor, Rect2I::EMPTY, viewInfo->getFlipView());
  856. }
  857. // Post-processing code also takes care of writting to the final output target
  858. PostProcessing::instance().postProcess(viewInfo, renderTargets->getSceneColorNonMSAA(), frameDelta);
  859. }
  860. else
  861. {
  862. // Just copy from scene color to output if no post-processing
  863. SPtr<RenderTarget> target = viewInfo->getFinalTarget();
  864. rapi.setRenderTarget(target);
  865. rapi.setViewport(viewportArea);
  866. SPtr<Texture> sceneColor = renderTargets->getSceneColor();
  867. gRendererUtility().blit(sceneColor, Rect2I::EMPTY, viewInfo->getFlipView());
  868. }
  869. // Trigger overlay callbacks
  870. if (viewInfo->checkTriggerCallbacks())
  871. {
  872. while (iterRenderCallback != mCallbacks.end())
  873. {
  874. RendererExtension* extension = *iterRenderCallback;
  875. if (extension->getLocation() != RenderLocation::Overlay)
  876. break;
  877. if (extension->check(*sceneCamera))
  878. extension->render(*sceneCamera);
  879. ++iterRenderCallback;
  880. }
  881. }
  882. viewInfo->endRendering();
  883. gProfilerCPU().endSample("Render");
  884. }
  885. void RenderBeast::renderOverlay(RendererCamera* viewInfo)
  886. {
  887. gProfilerCPU().beginSample("RenderOverlay");
  888. viewInfo->getPerViewBuffer()->flushToGPU();
  889. viewInfo->beginRendering(false);
  890. const Camera* camera = viewInfo->getSceneCamera();
  891. SPtr<RenderTarget> target = viewInfo->getFinalTarget();
  892. SPtr<Viewport> viewport = camera->getViewport();
  893. UINT32 clearBuffers = 0;
  894. if (viewport->getRequiresColorClear())
  895. clearBuffers |= FBT_COLOR;
  896. if (viewport->getRequiresDepthClear())
  897. clearBuffers |= FBT_DEPTH;
  898. if (viewport->getRequiresStencilClear())
  899. clearBuffers |= FBT_STENCIL;
  900. if (clearBuffers != 0)
  901. {
  902. RenderAPI::instance().setRenderTarget(target);
  903. RenderAPI::instance().clearViewport(clearBuffers, viewport->getClearColor(),
  904. viewport->getClearDepthValue(), viewport->getClearStencilValue());
  905. }
  906. else
  907. RenderAPI::instance().setRenderTarget(target, false, RT_COLOR0);
  908. RenderAPI::instance().setViewport(viewport->getNormArea());
  909. // Trigger overlay callbacks
  910. auto iterRenderCallback = mCallbacks.begin();
  911. while (iterRenderCallback != mCallbacks.end())
  912. {
  913. RendererExtension* extension = *iterRenderCallback;
  914. if (extension->getLocation() != RenderLocation::Overlay)
  915. {
  916. ++iterRenderCallback;
  917. continue;
  918. }
  919. if (extension->check(*camera))
  920. extension->render(*camera);
  921. ++iterRenderCallback;
  922. }
  923. viewInfo->endRendering();
  924. gProfilerCPU().endSample("RenderOverlay");
  925. }
  926. void RenderBeast::renderElement(const BeastRenderableElement& element, UINT32 passIdx, bool bindPass,
  927. const Matrix4& viewProj)
  928. {
  929. SPtr<Material> material = element.material;
  930. if (bindPass)
  931. gRendererUtility().setPass(material, passIdx, element.techniqueIdx);
  932. gRendererUtility().setPassParams(element.params, passIdx);
  933. if(element.morphVertexDeclaration == nullptr)
  934. gRendererUtility().draw(element.mesh, element.subMesh);
  935. else
  936. gRendererUtility().drawMorph(element.mesh, element.subMesh, element.morphShapeBuffer,
  937. element.morphVertexDeclaration);
  938. }
  939. void RenderBeast::updateReflectionProbes(const FrameInfo& frameInfo)
  940. {
  941. UINT32 numProbes = (UINT32)mReflProbes.size();
  942. bs_frame_mark();
  943. {
  944. bool forceArrayUpdate = false;
  945. if(mCubemapArrayTex == nullptr || mCubemapArrayTex->getProperties().getNumArraySlices() < numProbes)
  946. {
  947. TEXTURE_DESC cubeMapDesc;
  948. cubeMapDesc.type = TEX_TYPE_CUBE_MAP;
  949. cubeMapDesc.format = PF_FLOAT16_RGBA;
  950. cubeMapDesc.width = ReflectionProbes::REFLECTION_CUBEMAP_SIZE;
  951. cubeMapDesc.height = ReflectionProbes::REFLECTION_CUBEMAP_SIZE;
  952. cubeMapDesc.numMips = PixelUtil::getMaxMipmaps(cubeMapDesc.width, cubeMapDesc.height, 1, cubeMapDesc.format);
  953. cubeMapDesc.numArraySlices = numProbes + 4; // Keep a few empty entries
  954. mCubemapArrayTex = Texture::create(cubeMapDesc);
  955. forceArrayUpdate = true;
  956. }
  957. auto& cubemapArrayProps = mCubemapArrayTex->getProperties();
  958. FrameQueue<UINT32> emptySlots;
  959. for (UINT32 i = 0; i < numProbes; i++)
  960. {
  961. ReflProbeInfo& probeInfo = mReflProbes[i];
  962. if (!probeInfo.customTexture)
  963. {
  964. if (probeInfo.probe->getType() != ReflectionProbeType::Plane)
  965. {
  966. if (probeInfo.texture == nullptr)
  967. probeInfo.texture = ReflectionCubemapCache::instance().getCachedTexture(probeInfo.probe->getUUID());
  968. if (probeInfo.texture == nullptr || probeInfo.textureDirty)
  969. {
  970. TEXTURE_DESC cubemapDesc;
  971. cubemapDesc.type = TEX_TYPE_CUBE_MAP;
  972. cubemapDesc.format = PF_FLOAT16_RGBA;
  973. cubemapDesc.width = ReflectionProbes::REFLECTION_CUBEMAP_SIZE;
  974. cubemapDesc.height = ReflectionProbes::REFLECTION_CUBEMAP_SIZE;
  975. cubemapDesc.numMips = PixelUtil::getMaxMipmaps(cubemapDesc.width, cubemapDesc.height, 1, cubemapDesc.format);
  976. probeInfo.texture = Texture::create(cubemapDesc);
  977. captureSceneCubeMap(probeInfo.texture, probeInfo.probe->getPosition(), true, frameInfo);
  978. ReflectionProbes::filterCubemapForSpecular(probeInfo.texture);
  979. ReflectionCubemapCache::instance().setCachedTexture(probeInfo.probe->getUUID(), probeInfo.texture);
  980. }
  981. }
  982. }
  983. probeInfo.textureDirty = false;
  984. if(probeInfo.probe->getType() != ReflectionProbeType::Plane && (probeInfo.arrayDirty || forceArrayUpdate))
  985. {
  986. auto& srcProps = probeInfo.texture->getProperties();
  987. bool isValid = srcProps.getWidth() == ReflectionProbes::REFLECTION_CUBEMAP_SIZE &&
  988. srcProps.getHeight() == ReflectionProbes::REFLECTION_CUBEMAP_SIZE &&
  989. srcProps.getNumMipmaps() == cubemapArrayProps.getNumMipmaps() &&
  990. srcProps.getTextureType() == TEX_TYPE_CUBE_MAP;
  991. if(!isValid)
  992. {
  993. if (!probeInfo.errorFlagged)
  994. {
  995. String errMsg = StringUtil::format("Cubemap texture invalid to use as a reflection cubemap. "
  996. "Check texture size (must be {0}x{0}) and mip-map count",
  997. ReflectionProbes::REFLECTION_CUBEMAP_SIZE);
  998. LOGERR(errMsg);
  999. probeInfo.errorFlagged = true;
  1000. }
  1001. }
  1002. else
  1003. {
  1004. for(UINT32 face = 0; face < 6; face++)
  1005. for(UINT32 mip = 0; mip <= srcProps.getNumMipmaps(); mip++)
  1006. probeInfo.texture->copy(mCubemapArrayTex, face, mip, probeInfo.arrayIdx * 6 + face, mip);
  1007. }
  1008. probeInfo.arrayDirty = false;
  1009. }
  1010. // Note: Consider pruning the reflection cubemap array if empty slot count becomes too high
  1011. }
  1012. }
  1013. bs_frame_clear();
  1014. }
  1015. void RenderBeast::captureSceneCubeMap(const SPtr<Texture>& cubemap, const Vector3& position, bool hdr, const FrameInfo& frameInfo)
  1016. {
  1017. auto& texProps = cubemap->getProperties();
  1018. Matrix4 projTransform = Matrix4::projectionPerspective(Degree(90.0f), 1.0f, 0.05f, 1000.0f);
  1019. ConvexVolume localFrustum(projTransform);
  1020. RenderAPI::instance().convertProjectionMatrix(projTransform, projTransform);
  1021. RENDERER_VIEW_DESC viewDesc;
  1022. viewDesc.target.clearFlags = FBT_COLOR | FBT_DEPTH;
  1023. viewDesc.target.clearColor = Color::Black;
  1024. viewDesc.target.clearDepthValue = 1.0f;
  1025. viewDesc.target.clearStencilValue = 0;
  1026. viewDesc.target.nrmViewRect = Rect2(0, 0, 1.0f, 1.0f);
  1027. viewDesc.target.viewRect = Rect2I(0, 0, texProps.getWidth(), texProps.getHeight());
  1028. viewDesc.target.targetWidth = texProps.getWidth();
  1029. viewDesc.target.targetHeight = texProps.getHeight();
  1030. viewDesc.target.numSamples = 1;
  1031. viewDesc.isOverlay = false;
  1032. viewDesc.isHDR = hdr;
  1033. viewDesc.noLighting = false;
  1034. viewDesc.triggerCallbacks = false;
  1035. viewDesc.runPostProcessing = false;
  1036. viewDesc.visibleLayers = 0xFFFFFFFFFFFFFFFF;
  1037. viewDesc.nearPlane = 0.5f;
  1038. viewDesc.farPlane = 1000.0f;
  1039. viewDesc.flipView = RenderAPI::instance().getAPIInfo().isFlagSet(RenderAPIFeatureFlag::UVYAxisUp);
  1040. viewDesc.viewOrigin = position;
  1041. viewDesc.projTransform = projTransform;
  1042. viewDesc.stateReduction = mCoreOptions->stateReductionMode;
  1043. viewDesc.sceneCamera = nullptr;
  1044. // Note: Find a camera to receive skybox from. Skybox should probably be a global property instead of a per-camera
  1045. // one.
  1046. for(auto& entry : mRenderTargets)
  1047. {
  1048. for(auto& camera : entry.cameras)
  1049. {
  1050. if (camera->getSkybox() != nullptr)
  1051. {
  1052. viewDesc.skyboxTexture = camera->getSkybox();
  1053. break;
  1054. }
  1055. }
  1056. }
  1057. Matrix4 viewOffsetMat = Matrix4::translation(-position);
  1058. RendererCamera views[6];
  1059. for(UINT32 i = 0; i < 6; i++)
  1060. {
  1061. // Calculate view matrix
  1062. Matrix3 viewRotationMat;
  1063. Vector3 forward;
  1064. Vector3 up = Vector3::UNIT_Y;
  1065. switch (i)
  1066. {
  1067. case CF_PositiveX:
  1068. forward = Vector3::UNIT_X;
  1069. break;
  1070. case CF_NegativeX:
  1071. forward = -Vector3::UNIT_X;
  1072. break;
  1073. case CF_PositiveY:
  1074. forward = Vector3::UNIT_Y;
  1075. up = -Vector3::UNIT_Z;
  1076. break;
  1077. case CF_NegativeY:
  1078. forward = Vector3::UNIT_X;
  1079. up = Vector3::UNIT_Z;
  1080. break;
  1081. case CF_PositiveZ:
  1082. forward = Vector3::UNIT_Z;
  1083. break;
  1084. case CF_NegativeZ:
  1085. forward = -Vector3::UNIT_Z;
  1086. break;
  1087. }
  1088. Vector3 right = Vector3::cross(up, forward);
  1089. viewRotationMat = Matrix3(right, up, forward);
  1090. viewDesc.viewDirection = forward;
  1091. viewDesc.viewTransform = Matrix4(viewRotationMat) * viewOffsetMat;
  1092. // Calculate world frustum for culling
  1093. const Vector<Plane>& frustumPlanes = localFrustum.getPlanes();
  1094. Matrix4 worldMatrix = viewDesc.viewTransform.transpose();
  1095. Vector<Plane> worldPlanes(frustumPlanes.size());
  1096. UINT32 j = 0;
  1097. for (auto& plane : frustumPlanes)
  1098. {
  1099. worldPlanes[j] = worldMatrix.multiplyAffine(plane);
  1100. j++;
  1101. }
  1102. viewDesc.cullFrustum = ConvexVolume(worldPlanes);
  1103. // Set up face render target
  1104. RENDER_TEXTURE_DESC cubeFaceRTDesc;
  1105. cubeFaceRTDesc.colorSurfaces[0].texture = cubemap;
  1106. cubeFaceRTDesc.colorSurfaces[0].face = i;
  1107. cubeFaceRTDesc.colorSurfaces[0].numFaces = 1;
  1108. viewDesc.target.target = RenderTexture::create(cubeFaceRTDesc);
  1109. views[i].setView(viewDesc);
  1110. views[i].updatePerViewBuffer();
  1111. views[i].determineVisible(mRenderables, mRenderableCullInfos);
  1112. }
  1113. RendererCamera* viewPtrs[] = { &views[0], &views[1], &views[2], &views[3], &views[4], &views[5] };
  1114. renderViews(viewPtrs, 6, frameInfo);
  1115. }
  1116. void RenderBeast::refreshSamplerOverrides(bool force)
  1117. {
  1118. bool anyDirty = false;
  1119. for (auto& entry : mSamplerOverrides)
  1120. {
  1121. SPtr<MaterialParams> materialParams = entry.first.material->_getInternalParams();
  1122. MaterialSamplerOverrides* materialOverrides = entry.second;
  1123. for(UINT32 i = 0; i < materialOverrides->numOverrides; i++)
  1124. {
  1125. SamplerOverride& override = materialOverrides->overrides[i];
  1126. const MaterialParamsBase::ParamData* materialParamData = materialParams->getParamData(override.paramIdx);
  1127. SPtr<SamplerState> samplerState;
  1128. materialParams->getSamplerState(*materialParamData, samplerState);
  1129. UINT64 hash = 0;
  1130. if (samplerState != nullptr)
  1131. hash = samplerState->getProperties().getHash();
  1132. if (hash != override.originalStateHash || force)
  1133. {
  1134. if (samplerState != nullptr)
  1135. override.state = SamplerOverrideUtility::generateSamplerOverride(samplerState, mCoreOptions);
  1136. else
  1137. override.state = SamplerOverrideUtility::generateSamplerOverride(SamplerState::getDefault(), mCoreOptions);
  1138. override.originalStateHash = override.state->getProperties().getHash();
  1139. materialOverrides->isDirty = true;
  1140. }
  1141. // Dirty flag can also be set externally, so check here even though we assign it above
  1142. if (materialOverrides->isDirty)
  1143. anyDirty = true;
  1144. }
  1145. }
  1146. // Early exit if possible
  1147. if (!anyDirty)
  1148. return;
  1149. UINT32 numRenderables = (UINT32)mRenderables.size();
  1150. for (UINT32 i = 0; i < numRenderables; i++)
  1151. {
  1152. for(auto& element : mRenderables[i]->elements)
  1153. {
  1154. MaterialSamplerOverrides* overrides = element.samplerOverrides;
  1155. if(overrides != nullptr && overrides->isDirty)
  1156. {
  1157. UINT32 numPasses = element.material->getNumPasses();
  1158. for(UINT32 j = 0; j < numPasses; j++)
  1159. {
  1160. SPtr<GpuParams> params = element.params->getGpuParams(j);
  1161. const UINT32 numStages = 6;
  1162. for (UINT32 k = 0; k < numStages; k++)
  1163. {
  1164. GpuProgramType type = (GpuProgramType)k;
  1165. SPtr<GpuParamDesc> paramDesc = params->getParamDesc(type);
  1166. if (paramDesc == nullptr)
  1167. continue;
  1168. for (auto& samplerDesc : paramDesc->samplers)
  1169. {
  1170. UINT32 set = samplerDesc.second.set;
  1171. UINT32 slot = samplerDesc.second.slot;
  1172. UINT32 overrideIndex = overrides->passes[j].stateOverrides[set][slot];
  1173. if (overrideIndex == (UINT32)-1)
  1174. continue;
  1175. params->setSamplerState(set, slot, overrides->overrides[overrideIndex].state);
  1176. }
  1177. }
  1178. }
  1179. }
  1180. }
  1181. }
  1182. for (auto& entry : mSamplerOverrides)
  1183. entry.second->isDirty = false;
  1184. }
  1185. }}