BsRenderBeast.cpp 26 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 "BsLitTexRenderableController.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. using namespace std::placeholders;
  36. namespace BansheeEngine
  37. {
  38. RenderBeast::RenderBeast()
  39. :mOptions(bs_shared_ptr_new<RenderBeastOptions>()), mOptionsDirty(true)
  40. {
  41. }
  42. const StringID& RenderBeast::getName() const
  43. {
  44. static StringID name = "RenderBeast";
  45. return name;
  46. }
  47. void RenderBeast::_onActivated()
  48. {
  49. CoreRenderer::_onActivated();
  50. gCoreAccessor().queueCommand(std::bind(&RenderBeast::initializeCore, this));
  51. }
  52. void RenderBeast::_onDeactivated()
  53. {
  54. CoreRenderer::_onDeactivated();
  55. gCoreAccessor().queueCommand(std::bind(&RenderBeast::destroyCore, this));
  56. gCoreAccessor().submitToCoreThread(true);
  57. }
  58. void RenderBeast::initializeCore()
  59. {
  60. mCoreOptions = bs_shared_ptr_new<RenderBeastOptions>();
  61. mLitTexHandler = bs_new<LitTexRenderableController>();
  62. RenderTexturePool::startUp();
  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. RenderTexturePool::shutDown();
  74. assert(mSamplerOverrides.empty());
  75. mDummyMaterial = nullptr;
  76. }
  77. void RenderBeast::_notifyRenderableAdded(RenderableCore* renderable)
  78. {
  79. UINT32 renderableId = (UINT32)mRenderables.size();
  80. renderable->setRendererId(renderableId);
  81. mRenderables.push_back(RenderableData());
  82. mWorldTransforms.push_back(renderable->getTransform());
  83. mWorldBounds.push_back(renderable->getBounds());
  84. RenderableData& renderableData = mRenderables.back();
  85. renderableData.renderable = renderable;
  86. if (renderable->getRenderableType() == RenType_LitTextured)
  87. renderableData.controller = mLitTexHandler;
  88. else
  89. renderableData.controller = nullptr;
  90. SPtr<MeshCore> mesh = renderable->getMesh();
  91. if (mesh != nullptr)
  92. {
  93. const MeshProperties& meshProps = mesh->getProperties();
  94. for (UINT32 i = 0; i < meshProps.getNumSubMeshes(); i++)
  95. {
  96. renderableData.elements.push_back(BeastRenderableElement());
  97. BeastRenderableElement& renElement = renderableData.elements.back();
  98. renElement.mesh = mesh;
  99. renElement.subMesh = meshProps.getSubMesh(i);
  100. renElement.renderableId = renderableId;
  101. renElement.material = renderable->getMaterial(i);
  102. if (renElement.material == nullptr)
  103. renElement.material = renderable->getMaterial(0);
  104. if (renElement.material == nullptr)
  105. renElement.material = mDummyMaterial;
  106. auto iterFind = mSamplerOverrides.find(renElement.material);
  107. if (iterFind != mSamplerOverrides.end())
  108. {
  109. renElement.samplerOverrides = iterFind->second;
  110. iterFind->second->refCount++;
  111. }
  112. else
  113. {
  114. MaterialSamplerOverrides* samplerOverrides = SamplerOverrideUtility::generateSamplerOverrides(renElement.material, mCoreOptions);
  115. mSamplerOverrides[renElement.material] = samplerOverrides;
  116. renElement.samplerOverrides = samplerOverrides;
  117. samplerOverrides->refCount++;
  118. }
  119. if (renderableData.controller != nullptr)
  120. renderableData.controller->initializeRenderElem(renElement);
  121. }
  122. }
  123. }
  124. void RenderBeast::_notifyRenderableRemoved(RenderableCore* renderable)
  125. {
  126. UINT32 renderableId = renderable->getRendererId();
  127. RenderableCore* lastRenerable = mRenderables.back().renderable;
  128. UINT32 lastRenderableId = lastRenerable->getRendererId();
  129. Vector<BeastRenderableElement>& elements = mRenderables[renderableId].elements;
  130. for (auto& element : elements)
  131. {
  132. auto iterFind = mSamplerOverrides.find(element.material);
  133. assert(iterFind != mSamplerOverrides.end());
  134. MaterialSamplerOverrides* samplerOverrides = iterFind->second;
  135. samplerOverrides->refCount--;
  136. if (samplerOverrides->refCount == 0)
  137. {
  138. SamplerOverrideUtility::destroySamplerOverrides(samplerOverrides);
  139. mSamplerOverrides.erase(iterFind);
  140. }
  141. element.samplerOverrides = nullptr;
  142. }
  143. if (renderableId != lastRenderableId)
  144. {
  145. // Swap current last element with the one we want to erase
  146. std::swap(mRenderables[renderableId], mRenderables[lastRenderableId]);
  147. std::swap(mWorldBounds[renderableId], mWorldBounds[lastRenderableId]);
  148. std::swap(mWorldTransforms[renderableId], mWorldTransforms[lastRenderableId]);
  149. lastRenerable->setRendererId(renderableId);
  150. Vector<BeastRenderableElement>& lastRenderableElements = mRenderables[renderableId].elements;
  151. for (auto& element : elements)
  152. element.renderableId = renderableId;
  153. }
  154. // Last element is the one we want to erase
  155. mRenderables.erase(mRenderables.end() - 1);
  156. mWorldBounds.erase(mWorldBounds.end() - 1);
  157. mWorldTransforms.erase(mWorldTransforms.end() - 1);
  158. }
  159. void RenderBeast::_notifyRenderableUpdated(RenderableCore* renderable)
  160. {
  161. UINT32 renderableId = renderable->getRendererId();
  162. mWorldTransforms[renderableId] = renderable->getTransform();
  163. mWorldBounds[renderableId] = renderable->getBounds();
  164. }
  165. void RenderBeast::_notifyLightAdded(LightCore* light)
  166. {
  167. UINT32 lightId = (UINT32)mLights.size();
  168. light->setRendererId(lightId);
  169. mLights.push_back(LightData());
  170. mLightWorldBounds.push_back(light->getBounds());
  171. LightData& lightData = mLights.back();
  172. lightData.internal = light;
  173. }
  174. void RenderBeast::_notifyLightUpdated(LightCore* light)
  175. {
  176. UINT32 lightId = light->getRendererId();
  177. mLightWorldBounds[lightId] = light->getBounds();
  178. }
  179. void RenderBeast::_notifyLightRemoved(LightCore* light)
  180. {
  181. UINT32 lightId = light->getRendererId();
  182. LightCore* lastLight = mLights.back().internal;
  183. UINT32 lastLightId = lastLight->getRendererId();
  184. if (lightId != lastLightId)
  185. {
  186. // Swap current last element with the one we want to erase
  187. std::swap(mLights[lightId], mLights[lastLightId]);
  188. std::swap(mLightWorldBounds[lightId], mLightWorldBounds[lastLightId]);
  189. lastLight->setRendererId(lightId);
  190. }
  191. // Last element is the one we want to erase
  192. mLights.erase(mLights.end() - 1);
  193. mLightWorldBounds.erase(mLightWorldBounds.end() - 1);
  194. }
  195. void RenderBeast::_notifyCameraAdded(const CameraCore* camera)
  196. {
  197. CameraData& camData = mCameraData[camera];
  198. camData.opaqueQueue = bs_shared_ptr_new<RenderQueue>(mCoreOptions->stateReductionMode);
  199. StateReduction transparentStateReduction = mCoreOptions->stateReductionMode;
  200. if (transparentStateReduction == StateReduction::Material)
  201. transparentStateReduction = StateReduction::Distance; // Transparent object MUST be sorted by distance
  202. camData.transparentQueue = bs_shared_ptr_new<RenderQueue>(transparentStateReduction);
  203. }
  204. void RenderBeast::_notifyCameraRemoved(const CameraCore* camera)
  205. {
  206. mCameraData.erase(camera);
  207. }
  208. void RenderBeast::setOptions(const SPtr<CoreRendererOptions>& options)
  209. {
  210. mOptions = std::static_pointer_cast<RenderBeastOptions>(options);
  211. mOptionsDirty = true;
  212. }
  213. SPtr<CoreRendererOptions> RenderBeast::getOptions() const
  214. {
  215. return mOptions;
  216. }
  217. void RenderBeast::renderAll()
  218. {
  219. // Sync all dirty sim thread CoreObject data to core thread
  220. CoreObjectManager::instance().syncToCore(gCoreAccessor());
  221. if (mOptionsDirty)
  222. {
  223. gCoreAccessor().queueCommand(std::bind(&RenderBeast::syncRenderOptions, this, *mOptions));
  224. mOptionsDirty = false;
  225. }
  226. gCoreAccessor().queueCommand(std::bind(&RenderBeast::renderAllCore, this, gTime().getTime()));
  227. }
  228. void RenderBeast::syncRenderOptions(const RenderBeastOptions& options)
  229. {
  230. bool filteringChanged = mCoreOptions->filtering != options.filtering;
  231. if (options.filtering == RenderBeastFiltering::Anisotropic)
  232. filteringChanged |= mCoreOptions->anisotropyMax != options.anisotropyMax;
  233. if (filteringChanged)
  234. refreshSamplerOverrides(true);
  235. *mCoreOptions = options;
  236. for (auto& cameraData : mCameraData)
  237. {
  238. cameraData.second.opaqueQueue->setStateReduction(mCoreOptions->stateReductionMode);
  239. StateReduction transparentStateReduction = mCoreOptions->stateReductionMode;
  240. if (transparentStateReduction == StateReduction::Material)
  241. transparentStateReduction = StateReduction::Distance; // Transparent object MUST be sorted by distance
  242. cameraData.second.transparentQueue->setStateReduction(transparentStateReduction);
  243. }
  244. }
  245. void RenderBeast::renderAllCore(float time)
  246. {
  247. THROW_IF_NOT_CORE_THREAD;
  248. // Note: I'm iterating over all sampler states every frame. If this ends up being a performance
  249. // issue consider handling this internally in MaterialCore which can only do it when sampler states
  250. // are actually modified after sync
  251. refreshSamplerOverrides();
  252. // Update global per-frame hardware buffers
  253. mLitTexHandler->updatePerFrameBuffers(time);
  254. // Sort cameras by render target
  255. for (auto& cameraData : mCameraData)
  256. {
  257. const CameraCore* camera = cameraData.first;
  258. SPtr<RenderTargetCore> renderTarget = camera->getViewport()->getTarget();
  259. if (renderTarget == nullptr)
  260. continue;
  261. auto findIter = std::find_if(mRenderTargets.begin(), mRenderTargets.end(), [&](const RenderTargetData& x) { return x.target == renderTarget; });
  262. if (findIter != mRenderTargets.end())
  263. {
  264. findIter->cameras.push_back(camera);
  265. }
  266. else
  267. {
  268. mRenderTargets.push_back(RenderTargetData());
  269. RenderTargetData& renderTargetData = mRenderTargets.back();
  270. renderTargetData.target = renderTarget;
  271. renderTargetData.cameras.push_back(camera);
  272. }
  273. }
  274. // Sort everything based on priority
  275. auto cameraComparer = [&](const CameraCore* a, const CameraCore* b) { return a->getPriority() > b->getPriority(); };
  276. auto renderTargetInfoComparer = [&](const RenderTargetData& a, const RenderTargetData& b)
  277. { return a.target->getProperties().getPriority() > b.target->getProperties().getPriority(); };
  278. std::sort(begin(mRenderTargets), end(mRenderTargets), renderTargetInfoComparer);
  279. for (auto& camerasPerTarget : mRenderTargets)
  280. {
  281. Vector<const CameraCore*>& cameras = camerasPerTarget.cameras;
  282. std::sort(begin(cameras), end(cameras), cameraComparer);
  283. }
  284. // Generate render queues per camera
  285. for (auto& cameraData : mCameraData)
  286. {
  287. const CameraCore* camera = cameraData.first;
  288. determineVisible(*camera);
  289. }
  290. // Render everything, target by target
  291. for (auto& renderTargetData : mRenderTargets)
  292. {
  293. SPtr<RenderTargetCore> target = renderTargetData.target;
  294. Vector<const CameraCore*>& cameras = renderTargetData.cameras;
  295. RenderAPICore::instance().beginFrame();
  296. RenderAPICore::instance().setRenderTarget(target);
  297. for(auto& camera : cameras)
  298. {
  299. SPtr<ViewportCore> viewport = camera->getViewport();
  300. RenderAPICore::instance().setViewport(viewport->getNormArea());
  301. UINT32 clearBuffers = 0;
  302. if(viewport->getRequiresColorClear())
  303. clearBuffers |= FBT_COLOR;
  304. if(viewport->getRequiresDepthClear())
  305. clearBuffers |= FBT_DEPTH;
  306. if(viewport->getRequiresStencilClear())
  307. clearBuffers |= FBT_STENCIL;
  308. if(clearBuffers != 0)
  309. RenderAPICore::instance().clearViewport(clearBuffers, viewport->getClearColor(), viewport->getClearDepthValue(), viewport->getClearStencilValue());
  310. render(*camera);
  311. }
  312. RenderAPICore::instance().endFrame();
  313. RenderAPICore::instance().swapBuffers(target);
  314. }
  315. mRenderTargets.clear();
  316. }
  317. void RenderBeast::determineVisible(const CameraCore& camera)
  318. {
  319. CameraData& cameraData = mCameraData[&camera];
  320. UINT64 cameraLayers = camera.getLayers();
  321. ConvexVolume worldFrustum = camera.getWorldFrustum();
  322. // Update per-object param buffers and queue render elements
  323. for (auto& renderableData : mRenderables)
  324. {
  325. RenderableCore* renderable = renderableData.renderable;
  326. RenderableController* controller = renderableData.controller;
  327. UINT32 renderableType = renderable->getRenderableType();
  328. UINT32 rendererId = renderable->getRendererId();
  329. if ((renderable->getLayer() & cameraLayers) == 0)
  330. continue;
  331. // Do frustum culling
  332. // TODO - This is bound to be a bottleneck at some point. When it is ensure that intersect
  333. // methods use vector operations, as it is trivial to update them.
  334. const Sphere& boundingSphere = mWorldBounds[rendererId].getSphere();
  335. if (worldFrustum.intersects(boundingSphere))
  336. {
  337. // More precise with the box
  338. const AABox& boundingBox = mWorldBounds[rendererId].getBox();
  339. if (worldFrustum.intersects(boundingBox))
  340. {
  341. float distanceToCamera = (camera.getPosition() - boundingBox.getCenter()).length();
  342. for (auto& renderElem : renderableData.elements)
  343. {
  344. bool isTransparent = (renderElem.material->getShader()->getFlags() & (UINT32)ShaderFlags::Transparent) != 0;
  345. if (isTransparent)
  346. cameraData.transparentQueue->add(&renderElem, distanceToCamera);
  347. else
  348. cameraData.opaqueQueue->add(&renderElem, distanceToCamera);
  349. }
  350. }
  351. }
  352. }
  353. cameraData.opaqueQueue->sort();
  354. cameraData.transparentQueue->sort();
  355. }
  356. void RenderBeast::render(const CameraCore& camera)
  357. {
  358. THROW_IF_NOT_CORE_THREAD;
  359. RenderAPICore& rs = RenderAPICore::instance();
  360. CameraData& cameraData = mCameraData[&camera];
  361. Matrix4 projMatrixCstm = camera.getProjectionMatrixRS();
  362. Matrix4 viewMatrixCstm = camera.getViewMatrix();
  363. Matrix4 viewProjMatrix = projMatrixCstm * viewMatrixCstm;
  364. // Trigger pre-render callbacks
  365. auto iterCameraCallbacks = mRenderCallbacks.find(&camera);
  366. if (iterCameraCallbacks != mRenderCallbacks.end())
  367. {
  368. for (auto& callbackPair : iterCameraCallbacks->second)
  369. {
  370. if (callbackPair.first >= 0)
  371. break;
  372. callbackPair.second();
  373. }
  374. }
  375. // Render opaque
  376. //// Update global per-frame hardware buffers
  377. mLitTexHandler->updatePerCameraBuffers(camera.getForward());
  378. const Vector<RenderQueueElement>& opaqueElements = cameraData.opaqueQueue->getSortedElements();
  379. for(auto iter = opaqueElements.begin(); iter != opaqueElements.end(); ++iter)
  380. {
  381. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  382. SPtr<MaterialCore> material = renderElem->material;
  383. UINT32 rendererId = renderElem->renderableId;
  384. Matrix4 worldViewProjMatrix = viewProjMatrix * mWorldTransforms[rendererId];
  385. mLitTexHandler->bindPerObjectBuffers(*renderElem);
  386. mLitTexHandler->updatePerObjectBuffers(*renderElem, worldViewProjMatrix);
  387. // TODO - Updating material buffers here is wrong - especially once per pass since elements are interated per-pass already
  388. UINT32 numPasses = renderElem->material->getNumPasses();
  389. for (UINT32 i = 0; i < numPasses; i++)
  390. {
  391. SPtr<PassParametersCore> passParams = renderElem->material->getPassParameters(i);
  392. for (UINT32 j = 0; j < PassParametersCore::NUM_PARAMS; j++)
  393. {
  394. SPtr<GpuParamsCore> params = passParams->getParamByIdx(j);
  395. if (params != nullptr)
  396. params->updateHardwareBuffers();
  397. }
  398. }
  399. if (iter->applyPass)
  400. {
  401. SPtr<PassCore> pass = material->getPass(iter->passIdx);
  402. setPass(pass);
  403. }
  404. {
  405. SPtr<PassParametersCore> passParams = material->getPassParameters(iter->passIdx);
  406. if (renderElem->samplerOverrides != nullptr)
  407. setPassParams(passParams, &renderElem->samplerOverrides->passes[iter->passIdx]);
  408. else
  409. setPassParams(passParams, nullptr);
  410. }
  411. draw(iter->renderElem->mesh, iter->renderElem->subMesh);
  412. }
  413. // Render transparent
  414. const Vector<RenderQueueElement>& transparentElements = cameraData.transparentQueue->getSortedElements();
  415. for (auto iter = transparentElements.begin(); iter != transparentElements.end(); ++iter)
  416. {
  417. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  418. SPtr<MaterialCore> material = renderElem->material;
  419. UINT32 rendererId = renderElem->renderableId;
  420. Matrix4 worldViewProjMatrix = viewProjMatrix * mWorldTransforms[rendererId];
  421. mLitTexHandler->bindPerObjectBuffers(*renderElem);
  422. mLitTexHandler->updatePerObjectBuffers(*renderElem, worldViewProjMatrix);
  423. // TODO - Updating material buffers here is wrong - especially once per pass since elements are interated per-pass already
  424. UINT32 numPasses = renderElem->material->getNumPasses();
  425. for (UINT32 i = 0; i < numPasses; i++)
  426. {
  427. SPtr<PassParametersCore> passParams = material->getPassParameters(i);
  428. for (UINT32 j = 0; j < PassParametersCore::NUM_PARAMS; j++)
  429. {
  430. SPtr<GpuParamsCore> params = passParams->getParamByIdx(j);
  431. if (params != nullptr)
  432. params->updateHardwareBuffers();
  433. }
  434. }
  435. if (iter->applyPass)
  436. {
  437. SPtr<PassCore> pass = material->getPass(iter->passIdx);
  438. setPass(pass);
  439. }
  440. {
  441. SPtr<PassParametersCore> passParams = material->getPassParameters(iter->passIdx);
  442. if (renderElem->samplerOverrides != nullptr)
  443. setPassParams(passParams, &renderElem->samplerOverrides->passes[iter->passIdx]);
  444. else
  445. setPassParams(passParams, nullptr);
  446. }
  447. draw(iter->renderElem->mesh, iter->renderElem->subMesh);
  448. }
  449. cameraData.opaqueQueue->clear();
  450. cameraData.transparentQueue->clear();
  451. // Trigger post-render callbacks
  452. if (iterCameraCallbacks != mRenderCallbacks.end())
  453. {
  454. for (auto& callbackPair : iterCameraCallbacks->second)
  455. {
  456. if (callbackPair.first < 0)
  457. continue;
  458. callbackPair.second();
  459. }
  460. }
  461. }
  462. void RenderBeast::refreshSamplerOverrides(bool force)
  463. {
  464. for (auto& entry : mSamplerOverrides)
  465. {
  466. SPtr<MaterialCore> material = entry.first;
  467. if (force)
  468. {
  469. SamplerOverrideUtility::destroySamplerOverrides(entry.second);
  470. entry.second = SamplerOverrideUtility::generateSamplerOverrides(material, mCoreOptions);
  471. }
  472. else
  473. {
  474. MaterialSamplerOverrides* materialOverrides = entry.second;
  475. UINT32 numPasses = material->getNumPasses();
  476. assert(numPasses == materialOverrides->numPasses);
  477. for (UINT32 i = 0; i < numPasses; i++)
  478. {
  479. SPtr<PassParametersCore> passParams = material->getPassParameters(i);
  480. PassSamplerOverrides& passOverrides = materialOverrides->passes[i];
  481. for (UINT32 j = 0; j < PassParametersCore::NUM_PARAMS; j++)
  482. {
  483. StageSamplerOverrides& stageOverrides = passOverrides.stages[j];
  484. SPtr<GpuParamsCore> params = passParams->getParamByIdx(j);
  485. if (params == nullptr)
  486. continue;
  487. const GpuParamDesc& paramDesc = params->getParamDesc();
  488. for (auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  489. {
  490. UINT32 slot = iter->second.slot;
  491. SPtr<SamplerStateCore> samplerState = params->getSamplerState(slot);
  492. assert(stageOverrides.numStates > slot);
  493. if (samplerState != stageOverrides.stateOverrides[slot])
  494. {
  495. if (samplerState != nullptr)
  496. stageOverrides.stateOverrides[slot] = SamplerOverrideUtility::generateSamplerOverride(samplerState, mCoreOptions);
  497. else
  498. stageOverrides.stateOverrides[slot] = SamplerOverrideUtility::generateSamplerOverride(SamplerStateCore::getDefault(), mCoreOptions);;
  499. }
  500. }
  501. }
  502. }
  503. }
  504. }
  505. }
  506. void RenderBeast::setPass(const SPtr<PassCore>& pass)
  507. {
  508. THROW_IF_NOT_CORE_THREAD;
  509. RenderAPICore& rs = RenderAPICore::instance();
  510. struct StageData
  511. {
  512. GpuProgramType type;
  513. bool enable;
  514. SPtr<GpuProgramCore> program;
  515. };
  516. const UINT32 numStages = 6;
  517. StageData stages[numStages] =
  518. {
  519. { GPT_VERTEX_PROGRAM, pass->hasVertexProgram(), pass->getVertexProgram() },
  520. { GPT_FRAGMENT_PROGRAM, pass->hasFragmentProgram(), pass->getFragmentProgram() },
  521. { GPT_GEOMETRY_PROGRAM, pass->hasGeometryProgram(), pass->getGeometryProgram() },
  522. { GPT_HULL_PROGRAM, pass->hasHullProgram(), pass->getHullProgram() },
  523. { GPT_DOMAIN_PROGRAM, pass->hasDomainProgram(), pass->getDomainProgram() },
  524. { GPT_COMPUTE_PROGRAM, pass->hasComputeProgram(), pass->getComputeProgram() }
  525. };
  526. for (UINT32 i = 0; i < numStages; i++)
  527. {
  528. const StageData& stage = stages[i];
  529. if (stage.enable)
  530. rs.bindGpuProgram(stage.program);
  531. else
  532. rs.unbindGpuProgram(stage.type);
  533. }
  534. // Set up non-texture related pass settings
  535. if (pass->getBlendState() != nullptr)
  536. rs.setBlendState(pass->getBlendState());
  537. else
  538. rs.setBlendState(BlendStateCore::getDefault());
  539. if (pass->getDepthStencilState() != nullptr)
  540. rs.setDepthStencilState(pass->getDepthStencilState(), pass->getStencilRefValue());
  541. else
  542. rs.setDepthStencilState(DepthStencilStateCore::getDefault(), pass->getStencilRefValue());
  543. if (pass->getRasterizerState() != nullptr)
  544. rs.setRasterizerState(pass->getRasterizerState());
  545. else
  546. rs.setRasterizerState(RasterizerStateCore::getDefault());
  547. }
  548. void RenderBeast::setPassParams(const SPtr<PassParametersCore>& passParams, const PassSamplerOverrides* samplerOverrides)
  549. {
  550. THROW_IF_NOT_CORE_THREAD;
  551. RenderAPICore& rs = RenderAPICore::instance();
  552. struct StageData
  553. {
  554. GpuProgramType type;
  555. SPtr<GpuParamsCore> params;
  556. };
  557. const UINT32 numStages = 6;
  558. StageData stages[numStages] =
  559. {
  560. { GPT_VERTEX_PROGRAM, passParams->mVertParams },
  561. { GPT_FRAGMENT_PROGRAM, passParams->mFragParams },
  562. { GPT_GEOMETRY_PROGRAM, passParams->mGeomParams },
  563. { GPT_HULL_PROGRAM, passParams->mHullParams },
  564. { GPT_DOMAIN_PROGRAM, passParams->mDomainParams },
  565. { GPT_COMPUTE_PROGRAM, passParams->mComputeParams }
  566. };
  567. for (UINT32 i = 0; i < numStages; i++)
  568. {
  569. const StageData& stage = stages[i];
  570. SPtr<GpuParamsCore> params = stage.params;
  571. if (params == nullptr)
  572. continue;
  573. const GpuParamDesc& paramDesc = params->getParamDesc();
  574. for (auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  575. {
  576. SPtr<SamplerStateCore> samplerState;
  577. if (samplerOverrides != nullptr)
  578. samplerState = samplerOverrides->stages[i].stateOverrides[iter->second.slot];
  579. else
  580. samplerState = params->getSamplerState(iter->second.slot);
  581. if (samplerState == nullptr)
  582. rs.setSamplerState(stage.type, iter->second.slot, SamplerStateCore::getDefault());
  583. else
  584. rs.setSamplerState(stage.type, iter->second.slot, samplerState);
  585. }
  586. for (auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
  587. {
  588. SPtr<TextureCore> texture = params->getTexture(iter->second.slot);
  589. if (!params->isLoadStoreTexture(iter->second.slot))
  590. {
  591. if (texture == nullptr)
  592. rs.setTexture(stage.type, iter->second.slot, false, nullptr);
  593. else
  594. rs.setTexture(stage.type, iter->second.slot, true, texture);
  595. }
  596. else
  597. {
  598. const TextureSurface& surface = params->getLoadStoreSurface(iter->second.slot);
  599. if (texture == nullptr)
  600. rs.setLoadStoreTexture(stage.type, iter->second.slot, false, nullptr, surface);
  601. else
  602. rs.setLoadStoreTexture(stage.type, iter->second.slot, true, texture, surface);
  603. }
  604. }
  605. rs.setConstantBuffers(stage.type, params);
  606. }
  607. }
  608. SPtr<ShaderCore> RenderBeast::createDefaultShader()
  609. {
  610. StringID rsName = RenderAPICore::instance().getName();
  611. SPtr<GpuProgramCore> vsProgram;
  612. SPtr<GpuProgramCore> psProgram;
  613. if (rsName == RenderAPIDX11)
  614. {
  615. String vsCode = R"(
  616. cbuffer PerObject
  617. {
  618. float4x4 matWorldViewProj;
  619. }
  620. void vs_main(
  621. in float3 inPos : POSITION,
  622. out float4 oPosition : SV_Position)
  623. {
  624. oPosition = mul(matWorldViewProj, float4(inPos.xyz, 1));
  625. })";
  626. String psCode = R"(
  627. float4 ps_main() : SV_Target
  628. {
  629. return float4(0.3f, 0.9f, 0.3f, 1.0f);
  630. })";
  631. vsProgram = GpuProgramCore::create(vsCode, "vs_main", "hlsl", GPT_VERTEX_PROGRAM, GPP_VS_4_0);
  632. psProgram = GpuProgramCore::create(psCode, "ps_main", "hlsl", GPT_FRAGMENT_PROGRAM, GPP_FS_4_0);
  633. }
  634. else if (rsName == RenderAPIDX9)
  635. {
  636. String vsCode = R"(
  637. BS_PARAM_BLOCK PerObject { matWorldViewProj }
  638. float4x4 matWorldViewProj;
  639. void vs_main(
  640. in float3 inPos : POSITION,
  641. out float4 oPosition : POSITION)
  642. {
  643. oPosition = mul(matWorldViewProj, float4(inPos.xyz, 1));
  644. })";
  645. String psCode = R"(
  646. float4 ps_main() : COLOR0
  647. {
  648. return float4(0.3f, 0.9f, 0.3f, 1.0f);
  649. })";
  650. vsProgram = GpuProgramCore::create(vsCode, "vs_main", "hlsl9", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
  651. psProgram = GpuProgramCore::create(psCode, "ps_main", "hlsl9", GPT_FRAGMENT_PROGRAM, GPP_FS_2_0);
  652. }
  653. else if (rsName == RenderAPIOpenGL)
  654. {
  655. String vsCode = R"(
  656. uniform PerObject
  657. {
  658. mat4 matWorldViewProj;
  659. };
  660. in vec3 bs_position;
  661. out gl_PerVertex
  662. {
  663. vec4 gl_Position;
  664. };
  665. void main()
  666. {
  667. gl_Position = matWorldViewProj * vec4(bs_position.xyz, 1);
  668. })";
  669. String psCode = R"(
  670. out vec4 fragColor;
  671. void main()
  672. {
  673. fragColor = vec4(0.3f, 0.9f, 0.3f, 1.0f);
  674. })";
  675. vsProgram = GpuProgramCore::create(vsCode, "main", "glsl", GPT_VERTEX_PROGRAM, GPP_VS_4_0);
  676. psProgram = GpuProgramCore::create(psCode, "main", "glsl", GPT_FRAGMENT_PROGRAM, GPP_FS_4_0);
  677. }
  678. PASS_DESC_CORE passDesc;
  679. passDesc.vertexProgram = vsProgram;
  680. passDesc.fragmentProgram = psProgram;
  681. SPtr<PassCore> newPass = PassCore::create(passDesc);
  682. SPtr<TechniqueCore> newTechnique = TechniqueCore::create(rsName, RendererDefault, { newPass });
  683. SHADER_DESC_CORE shaderDesc;
  684. shaderDesc.setParamBlockAttribs("PerObject", true, GPBU_DYNAMIC, RBS_PerObject);
  685. shaderDesc.addParameter("matWorldViewProj", "matWorldViewProj", GPDT_MATRIX_4X4, RPS_WorldViewProjTfrm);
  686. SPtr<ShaderCore> defaultShader = ShaderCore::create("DummyShader", shaderDesc, { newTechnique });
  687. return defaultShader;
  688. }
  689. }