BsRendererScene.cpp 24 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755
  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "BsRendererScene.h"
  4. #include "Renderer/BsCamera.h"
  5. #include "Renderer/BsLight.h"
  6. #include "Renderer/BsReflectionProbe.h"
  7. #include "Mesh/BsMesh.h"
  8. #include "Renderer/BsRenderer.h"
  9. #include "Material/BsPass.h"
  10. #include "Material/BsGpuParamsSet.h"
  11. #include "BsRenderBeastOptions.h"
  12. #include "BsRenderBeast.h"
  13. #include "Renderer/BsSkybox.h"
  14. namespace bs { namespace ct
  15. {
  16. RendererScene::RendererScene(const SPtr<RenderBeastOptions>& options)
  17. :mOptions(options)
  18. {
  19. }
  20. RendererScene::~RendererScene()
  21. {
  22. for (auto& entry : mInfo.renderables)
  23. bs_delete(entry);
  24. for (auto& entry : mInfo.views)
  25. bs_delete(entry);
  26. assert(mSamplerOverrides.empty());
  27. }
  28. void RendererScene::registerCamera(Camera* camera)
  29. {
  30. RENDERER_VIEW_DESC viewDesc = createViewDesc(camera);
  31. RendererView* view = bs_new<RendererView>(viewDesc);
  32. view->setRenderSettings(camera->getRenderSettings());
  33. view->updatePerViewBuffer();
  34. UINT32 viewIdx = (UINT32)mInfo.views.size();
  35. mInfo.views.push_back(view);
  36. mInfo.cameraToView[camera] = viewIdx;
  37. camera->setRendererId(viewIdx);
  38. updateCameraRenderTargets(camera);
  39. }
  40. void RendererScene::updateCamera(Camera* camera, UINT32 updateFlag)
  41. {
  42. UINT32 cameraId = camera->getRendererId();
  43. RendererView* view = mInfo.views[cameraId];
  44. UINT32 updateEverythingFlag = (UINT32)ActorDirtyFlag::Everything
  45. | (UINT32)ActorDirtyFlag::Active
  46. | (UINT32)CameraDirtyFlag::Viewport;
  47. if((updateFlag & updateEverythingFlag) != 0)
  48. {
  49. RENDERER_VIEW_DESC viewDesc = createViewDesc(camera);
  50. view->setView(viewDesc);
  51. view->setRenderSettings(camera->getRenderSettings());
  52. updateCameraRenderTargets(camera);
  53. }
  54. else if((updateFlag & (UINT32)CameraDirtyFlag::RenderSettings) != 0)
  55. {
  56. view->setRenderSettings(camera->getRenderSettings());
  57. }
  58. else // Transform
  59. {
  60. view = mInfo.views[cameraId];
  61. const Transform& tfrm = camera->getTransform();
  62. view->setTransform(
  63. tfrm.getPosition(),
  64. tfrm.getForward(),
  65. camera->getViewMatrix(),
  66. camera->getProjectionMatrixRS(),
  67. camera->getWorldFrustum());
  68. }
  69. view->updatePerViewBuffer();
  70. }
  71. void RendererScene::unregisterCamera(Camera* camera)
  72. {
  73. UINT32 cameraId = camera->getRendererId();
  74. Camera* lastCamera = mInfo.views.back()->getSceneCamera();
  75. UINT32 lastCameraId = lastCamera->getRendererId();
  76. if (cameraId != lastCameraId)
  77. {
  78. // Swap current last element with the one we want to erase
  79. std::swap(mInfo.views[cameraId], mInfo.views[lastCameraId]);
  80. lastCamera->setRendererId(cameraId);
  81. mInfo.cameraToView[lastCamera] = cameraId;
  82. }
  83. // Last element is the one we want to erase
  84. RendererView* view = mInfo.views[mInfo.views.size() - 1];
  85. bs_delete(view);
  86. mInfo.views.erase(mInfo.views.end() - 1);
  87. auto iterFind = mInfo.cameraToView.find(camera);
  88. if(iterFind != mInfo.cameraToView.end())
  89. mInfo.cameraToView.erase(iterFind);
  90. updateCameraRenderTargets(camera, true);
  91. }
  92. void RendererScene::registerLight(Light* light)
  93. {
  94. if (light->getType() == LightType::Directional)
  95. {
  96. UINT32 lightId = (UINT32)mInfo.directionalLights.size();
  97. light->setRendererId(lightId);
  98. mInfo.directionalLights.push_back(RendererLight(light));
  99. }
  100. else
  101. {
  102. if (light->getType() == LightType::Radial)
  103. {
  104. UINT32 lightId = (UINT32)mInfo.radialLights.size();
  105. light->setRendererId(lightId);
  106. mInfo.radialLights.push_back(RendererLight(light));
  107. mInfo.radialLightWorldBounds.push_back(light->getBounds());
  108. }
  109. else // Spot
  110. {
  111. UINT32 lightId = (UINT32)mInfo.spotLights.size();
  112. light->setRendererId(lightId);
  113. mInfo.spotLights.push_back(RendererLight(light));
  114. mInfo.spotLightWorldBounds.push_back(light->getBounds());
  115. }
  116. }
  117. }
  118. void RendererScene::updateLight(Light* light)
  119. {
  120. UINT32 lightId = light->getRendererId();
  121. if (light->getType() == LightType::Radial)
  122. mInfo.radialLightWorldBounds[lightId] = light->getBounds();
  123. else if(light->getType() == LightType::Spot)
  124. mInfo.spotLightWorldBounds[lightId] = light->getBounds();
  125. }
  126. void RendererScene::unregisterLight(Light* light)
  127. {
  128. UINT32 lightId = light->getRendererId();
  129. if (light->getType() == LightType::Directional)
  130. {
  131. Light* lastLight = mInfo.directionalLights.back().internal;
  132. UINT32 lastLightId = lastLight->getRendererId();
  133. if (lightId != lastLightId)
  134. {
  135. // Swap current last element with the one we want to erase
  136. std::swap(mInfo.directionalLights[lightId], mInfo.directionalLights[lastLightId]);
  137. lastLight->setRendererId(lightId);
  138. }
  139. // Last element is the one we want to erase
  140. mInfo.directionalLights.erase(mInfo.directionalLights.end() - 1);
  141. }
  142. else
  143. {
  144. if (light->getType() == LightType::Radial)
  145. {
  146. Light* lastLight = mInfo.radialLights.back().internal;
  147. UINT32 lastLightId = lastLight->getRendererId();
  148. if (lightId != lastLightId)
  149. {
  150. // Swap current last element with the one we want to erase
  151. std::swap(mInfo.radialLights[lightId], mInfo.radialLights[lastLightId]);
  152. std::swap(mInfo.radialLightWorldBounds[lightId], mInfo.radialLightWorldBounds[lastLightId]);
  153. lastLight->setRendererId(lightId);
  154. }
  155. // Last element is the one we want to erase
  156. mInfo.radialLights.erase(mInfo.radialLights.end() - 1);
  157. mInfo.radialLightWorldBounds.erase(mInfo.radialLightWorldBounds.end() - 1);
  158. }
  159. else // Spot
  160. {
  161. Light* lastLight = mInfo.spotLights.back().internal;
  162. UINT32 lastLightId = lastLight->getRendererId();
  163. if (lightId != lastLightId)
  164. {
  165. // Swap current last element with the one we want to erase
  166. std::swap(mInfo.spotLights[lightId], mInfo.spotLights[lastLightId]);
  167. std::swap(mInfo.spotLightWorldBounds[lightId], mInfo.spotLightWorldBounds[lastLightId]);
  168. lastLight->setRendererId(lightId);
  169. }
  170. // Last element is the one we want to erase
  171. mInfo.spotLights.erase(mInfo.spotLights.end() - 1);
  172. mInfo.spotLightWorldBounds.erase(mInfo.spotLightWorldBounds.end() - 1);
  173. }
  174. }
  175. }
  176. void RendererScene::registerRenderable(Renderable* renderable)
  177. {
  178. UINT32 renderableId = (UINT32)mInfo.renderables.size();
  179. renderable->setRendererId(renderableId);
  180. mInfo.renderables.push_back(bs_new<RendererObject>());
  181. mInfo.renderableCullInfos.push_back(CullInfo(renderable->getBounds(), renderable->getLayer()));
  182. RendererObject* rendererObject = mInfo.renderables.back();
  183. rendererObject->renderable = renderable;
  184. rendererObject->updatePerObjectBuffer();
  185. SPtr<Mesh> mesh = renderable->getMesh();
  186. if (mesh != nullptr)
  187. {
  188. const MeshProperties& meshProps = mesh->getProperties();
  189. SPtr<VertexDeclaration> vertexDecl = mesh->getVertexData()->vertexDeclaration;
  190. for (UINT32 i = 0; i < meshProps.getNumSubMeshes(); i++)
  191. {
  192. rendererObject->elements.push_back(BeastRenderableElement());
  193. BeastRenderableElement& renElement = rendererObject->elements.back();
  194. renElement.mesh = mesh;
  195. renElement.subMesh = meshProps.getSubMesh(i);
  196. renElement.renderableId = renderableId;
  197. renElement.animType = renderable->getAnimType();
  198. renElement.animationId = renderable->getAnimationId();
  199. renElement.morphShapeVersion = 0;
  200. renElement.morphShapeBuffer = renderable->getMorphShapeBuffer();
  201. renElement.boneMatrixBuffer = renderable->getBoneMatrixBuffer();
  202. renElement.morphVertexDeclaration = renderable->getMorphVertexDeclaration();
  203. renElement.material = renderable->getMaterial(i);
  204. if (renElement.material == nullptr)
  205. renElement.material = renderable->getMaterial(0);
  206. if (renElement.material != nullptr && renElement.material->getShader() == nullptr)
  207. renElement.material = nullptr;
  208. // If no mInfo.aterial use the default mInfo.aterial
  209. if (renElement.material == nullptr)
  210. renElement.material = Material::create(DefaultMaterial::get()->getShader());
  211. // Determine which technique to use
  212. static const ShaderVariation* variationLookup[4] = { &SVar_Static, &SVar_Skinned, &SVar_Morph, &SVar_SkinnedMorph };
  213. static_assert((UINT32)RenderableAnimType::Count == 4, "RenderableAnimType is expected to have four sequential entries.");
  214. UINT32 techniqueIdx = -1;
  215. RenderableAnimType animType = renderable->getAnimType();
  216. renElement.vertexInputVariation = variationLookup[(int)animType];
  217. techniqueIdx = renElement.material->findTechnique(*renElement.vertexInputVariation);
  218. if (techniqueIdx == (UINT32)-1)
  219. techniqueIdx = renElement.material->getDefaultTechnique();
  220. renElement.techniqueIdx = techniqueIdx;
  221. // Validate mesh <-> shader vertex bindings
  222. if (renElement.material != nullptr)
  223. {
  224. UINT32 numPasses = renElement.material->getNumPasses(techniqueIdx);
  225. for (UINT32 j = 0; j < numPasses; j++)
  226. {
  227. SPtr<Pass> pass = renElement.material->getPass(j, techniqueIdx);
  228. SPtr<VertexDeclaration> shaderDecl = pass->getVertexProgram()->getInputDeclaration();
  229. if (!vertexDecl->isCompatible(shaderDecl))
  230. {
  231. Vector<VertexElement> missingElements = vertexDecl->getMissingElements(shaderDecl);
  232. // If using mInfo.orph shapes ignore POSITION1 and NORMAL1 mInfo.issing since we assign them from within the renderer
  233. if (animType == RenderableAnimType::Morph || animType == RenderableAnimType::SkinnedMorph)
  234. {
  235. auto removeIter = std::remove_if(missingElements.begin(), missingElements.end(), [](const VertexElement& x)
  236. {
  237. return (x.getSemantic() == VES_POSITION && x.getSemanticIdx() == 1) ||
  238. (x.getSemantic() == VES_NORMAL && x.getSemanticIdx() == 1);
  239. });
  240. missingElements.erase(removeIter, missingElements.end());
  241. }
  242. if (!missingElements.empty())
  243. {
  244. StringStream wrnStream;
  245. wrnStream << "Provided mesh is mInfo.issing required vertex attributes to render with the provided shader. Missing elements: " << std::endl;
  246. for (auto& entry : missingElements)
  247. wrnStream << "\t" << toString(entry.getSemantic()) << entry.getSemanticIdx() << std::endl;
  248. LOGWRN(wrnStream.str());
  249. break;
  250. }
  251. }
  252. }
  253. }
  254. // Generate or assigned renderer specific data for the mInfo.aterial
  255. renElement.params = renElement.material->createParamsSet(techniqueIdx);
  256. renElement.material->updateParamsSet(renElement.params, true);
  257. // Generate or assign sampler state overrides
  258. SamplerOverrideKey samplerKey(renElement.material, techniqueIdx);
  259. auto iterFind = mSamplerOverrides.find(samplerKey);
  260. if (iterFind != mSamplerOverrides.end())
  261. {
  262. renElement.samplerOverrides = iterFind->second;
  263. iterFind->second->refCount++;
  264. }
  265. else
  266. {
  267. SPtr<Shader> shader = renElement.material->getShader();
  268. MaterialSamplerOverrides* samplerOverrides = SamplerOverrideUtility::generateSamplerOverrides(shader,
  269. renElement.material->_getInternalParams(), renElement.params, mOptions);
  270. mSamplerOverrides[samplerKey] = samplerOverrides;
  271. renElement.samplerOverrides = samplerOverrides;
  272. samplerOverrides->refCount++;
  273. }
  274. }
  275. }
  276. }
  277. void RendererScene::updateRenderable(Renderable* renderable)
  278. {
  279. UINT32 renderableId = renderable->getRendererId();
  280. mInfo.renderables[renderableId]->updatePerObjectBuffer();
  281. mInfo.renderableCullInfos[renderableId].bounds = renderable->getBounds();
  282. }
  283. void RendererScene::unregisterRenderable(Renderable* renderable)
  284. {
  285. UINT32 renderableId = renderable->getRendererId();
  286. Renderable* lastRenerable = mInfo.renderables.back()->renderable;
  287. UINT32 lastRenderableId = lastRenerable->getRendererId();
  288. RendererObject* rendererObject = mInfo.renderables[renderableId];
  289. Vector<BeastRenderableElement>& elements = rendererObject->elements;
  290. for (auto& element : elements)
  291. {
  292. SamplerOverrideKey samplerKey(element.material, element.techniqueIdx);
  293. auto iterFind = mSamplerOverrides.find(samplerKey);
  294. assert(iterFind != mSamplerOverrides.end());
  295. MaterialSamplerOverrides* samplerOverrides = iterFind->second;
  296. samplerOverrides->refCount--;
  297. if (samplerOverrides->refCount == 0)
  298. {
  299. SamplerOverrideUtility::destroySamplerOverrides(samplerOverrides);
  300. mSamplerOverrides.erase(iterFind);
  301. }
  302. element.samplerOverrides = nullptr;
  303. }
  304. if (renderableId != lastRenderableId)
  305. {
  306. // Swap current last element with the one we want to erase
  307. std::swap(mInfo.renderables[renderableId], mInfo.renderables[lastRenderableId]);
  308. std::swap(mInfo.renderableCullInfos[renderableId], mInfo.renderableCullInfos[lastRenderableId]);
  309. lastRenerable->setRendererId(renderableId);
  310. for (auto& element : elements)
  311. element.renderableId = renderableId;
  312. }
  313. // Last element is the one we want to erase
  314. mInfo.renderables.erase(mInfo.renderables.end() - 1);
  315. mInfo.renderableCullInfos.erase(mInfo.renderableCullInfos.end() - 1);
  316. bs_delete(rendererObject);
  317. }
  318. void RendererScene::registerReflectionProbe(ReflectionProbe* probe)
  319. {
  320. UINT32 probeId = (UINT32)mInfo.reflProbes.size();
  321. probe->setRendererId(probeId);
  322. mInfo.reflProbes.push_back(RendererReflectionProbe(probe));
  323. RendererReflectionProbe& probeInfo = mInfo.reflProbes.back();
  324. mInfo.reflProbeWorldBounds.push_back(probe->getBounds());
  325. // Find a spot in cubemap array
  326. UINT32 numArrayEntries = (UINT32)mInfo.reflProbeCubemapArrayUsedSlots.size();
  327. for(UINT32 i = 0; i < numArrayEntries; i++)
  328. {
  329. if(!mInfo.reflProbeCubemapArrayUsedSlots[i])
  330. {
  331. setReflectionProbeArrayIndex(probeId, i, false);
  332. mInfo.reflProbeCubemapArrayUsedSlots[i] = true;
  333. break;
  334. }
  335. }
  336. // No empty slot was found
  337. if (probeInfo.arrayIdx == (UINT32)-1)
  338. {
  339. setReflectionProbeArrayIndex(probeId, numArrayEntries, false);
  340. mInfo.reflProbeCubemapArrayUsedSlots.push_back(true);
  341. }
  342. if(probeInfo.arrayIdx > MaxReflectionCubemaps)
  343. {
  344. LOGERR("Reached the maximum number of allowed reflection probe cubemaps at once. "
  345. "Ignoring reflection probe data.");
  346. }
  347. }
  348. void RendererScene::updateReflectionProbe(ReflectionProbe* probe, bool texture)
  349. {
  350. // Should only get called if transform changes, any other mInfo.ajor changes and ReflProbeInfo entry gets rebuild
  351. UINT32 probeId = probe->getRendererId();
  352. mInfo.reflProbeWorldBounds[probeId] = probe->getBounds();
  353. if (texture)
  354. {
  355. RendererReflectionProbe& probeInfo = mInfo.reflProbes[probeId];
  356. probeInfo.arrayDirty = true;
  357. }
  358. }
  359. void RendererScene::unregisterReflectionProbe(ReflectionProbe* probe)
  360. {
  361. UINT32 probeId = probe->getRendererId();
  362. UINT32 arrayIdx = mInfo.reflProbes[probeId].arrayIdx;
  363. if (arrayIdx != (UINT32)-1)
  364. mInfo.reflProbeCubemapArrayUsedSlots[arrayIdx] = false;
  365. ReflectionProbe* lastProbe = mInfo.reflProbes.back().probe;
  366. UINT32 lastProbeId = lastProbe->getRendererId();
  367. if (probeId != lastProbeId)
  368. {
  369. // Swap current last element with the one we want to erase
  370. std::swap(mInfo.reflProbes[probeId], mInfo.reflProbes[lastProbeId]);
  371. std::swap(mInfo.reflProbeWorldBounds[probeId], mInfo.reflProbeWorldBounds[lastProbeId]);
  372. lastProbe->setRendererId(probeId);
  373. }
  374. // Last element is the one we want to erase
  375. mInfo.reflProbes.erase(mInfo.reflProbes.end() - 1);
  376. mInfo.reflProbeWorldBounds.erase(mInfo.reflProbeWorldBounds.end() - 1);
  377. }
  378. void RendererScene::setReflectionProbeArrayIndex(UINT32 probeIdx, UINT32 arrayIdx, bool markAsClean)
  379. {
  380. RendererReflectionProbe* probe = &mInfo.reflProbes[probeIdx];
  381. probe->arrayIdx = arrayIdx;
  382. if (markAsClean)
  383. probe->arrayDirty = false;
  384. }
  385. void RendererScene::registerLightProbeVolume(LightProbeVolume* volume)
  386. {
  387. mInfo.lightProbes.notifyAdded(volume);
  388. }
  389. void RendererScene::updateLightProbeVolume(LightProbeVolume* volume)
  390. {
  391. mInfo.lightProbes.notifyDirty(volume);
  392. }
  393. void RendererScene::unregisterLightProbeVolume(LightProbeVolume* volume)
  394. {
  395. mInfo.lightProbes.notifyRemoved(volume);
  396. }
  397. void RendererScene::updateLightProbes()
  398. {
  399. mInfo.lightProbes.updateProbes();
  400. }
  401. void RendererScene::registerSkybox(Skybox* skybox)
  402. {
  403. mInfo.skybox = skybox;
  404. }
  405. void RendererScene::unregisterSkybox(Skybox* skybox)
  406. {
  407. if (mInfo.skybox == skybox)
  408. mInfo.skybox = nullptr;
  409. }
  410. void RendererScene::setOptions(const SPtr<RenderBeastOptions>& options)
  411. {
  412. mOptions = options;
  413. for (auto& entry : mInfo.views)
  414. entry->setStateReductionMode(mOptions->stateReductionMode);
  415. }
  416. RENDERER_VIEW_DESC RendererScene::createViewDesc(Camera* camera) const
  417. {
  418. SPtr<Viewport> viewport = camera->getViewport();
  419. ClearFlags clearFlags = viewport->getClearFlags();
  420. RENDERER_VIEW_DESC viewDesc;
  421. viewDesc.target.clearFlags = 0;
  422. if (clearFlags.isSet(ClearFlagBits::Color))
  423. viewDesc.target.clearFlags |= FBT_COLOR;
  424. if (clearFlags.isSet(ClearFlagBits::Depth))
  425. viewDesc.target.clearFlags |= FBT_DEPTH;
  426. if (clearFlags.isSet(ClearFlagBits::Stencil))
  427. viewDesc.target.clearFlags |= FBT_STENCIL;
  428. viewDesc.target.clearColor = viewport->getClearColorValue();
  429. viewDesc.target.clearDepthValue = viewport->getClearDepthValue();
  430. viewDesc.target.clearStencilValue = viewport->getClearStencilValue();
  431. viewDesc.target.target = viewport->getTarget();
  432. viewDesc.target.nrmViewRect = viewport->getArea();
  433. viewDesc.target.viewRect = viewport->getPixelArea();
  434. if (viewDesc.target.target != nullptr)
  435. {
  436. viewDesc.target.targetWidth = viewDesc.target.target->getProperties().width;
  437. viewDesc.target.targetHeight = viewDesc.target.target->getProperties().height;
  438. }
  439. else
  440. {
  441. viewDesc.target.targetWidth = 0;
  442. viewDesc.target.targetHeight = 0;
  443. }
  444. viewDesc.target.numSamples = camera->getMSAACount();
  445. viewDesc.triggerCallbacks = true;
  446. viewDesc.runPostProcessing = true;
  447. viewDesc.capturingReflections = false;
  448. viewDesc.cullFrustum = camera->getWorldFrustum();
  449. viewDesc.visibleLayers = camera->getLayers();
  450. viewDesc.nearPlane = camera->getNearClipDistance();
  451. viewDesc.farPlane = camera->getFarClipDistance();
  452. viewDesc.flipView = false;
  453. const Transform& tfrm = camera->getTransform();
  454. viewDesc.viewOrigin = tfrm.getPosition();
  455. viewDesc.viewDirection = tfrm.getForward();
  456. viewDesc.projTransform = camera->getProjectionMatrixRS();
  457. viewDesc.viewTransform = camera->getViewMatrix();
  458. viewDesc.projType = camera->getProjectionType();
  459. viewDesc.stateReduction = mOptions->stateReductionMode;
  460. viewDesc.sceneCamera = camera;
  461. return viewDesc;
  462. }
  463. void RendererScene::updateCameraRenderTargets(Camera* camera, bool remove)
  464. {
  465. SPtr<RenderTarget> renderTarget = camera->getViewport()->getTarget();
  466. // Remove from render target list
  467. int rtChanged = 0; // 0 - No RT, 1 - RT found, 2 - RT changed
  468. for (auto iterTarget = mInfo.renderTargets.begin(); iterTarget != mInfo.renderTargets.end(); ++iterTarget)
  469. {
  470. RendererRenderTarget& target = *iterTarget;
  471. for (auto iterCam = target.cameras.begin(); iterCam != target.cameras.end(); ++iterCam)
  472. {
  473. if (camera == *iterCam)
  474. {
  475. if(remove)
  476. {
  477. target.cameras.erase(iterCam);
  478. rtChanged = 1;
  479. }
  480. else
  481. {
  482. if (renderTarget != target.target)
  483. {
  484. target.cameras.erase(iterCam);
  485. rtChanged = 2;
  486. }
  487. else
  488. rtChanged = 1;
  489. }
  490. break;
  491. }
  492. }
  493. if (target.cameras.empty())
  494. {
  495. mInfo.renderTargets.erase(iterTarget);
  496. break;
  497. }
  498. }
  499. // Register in render target list
  500. if (renderTarget != nullptr && !remove && (rtChanged == 0 || rtChanged == 2))
  501. {
  502. auto findIter = std::find_if(mInfo.renderTargets.begin(), mInfo.renderTargets.end(),
  503. [&](const RendererRenderTarget& x) { return x.target == renderTarget; });
  504. if (findIter != mInfo.renderTargets.end())
  505. {
  506. findIter->cameras.push_back(camera);
  507. }
  508. else
  509. {
  510. mInfo.renderTargets.push_back(RendererRenderTarget());
  511. RendererRenderTarget& renderTargetData = mInfo.renderTargets.back();
  512. renderTargetData.target = renderTarget;
  513. renderTargetData.cameras.push_back(camera);
  514. }
  515. // Sort render targets based on priority
  516. auto cameraComparer = [&](const Camera* a, const Camera* b) { return a->getPriority() > b->getPriority(); };
  517. auto renderTargetInfoComparer = [&](const RendererRenderTarget& a, const RendererRenderTarget& b)
  518. { return a.target->getProperties().priority > b.target->getProperties().priority; };
  519. std::sort(begin(mInfo.renderTargets), end(mInfo.renderTargets), renderTargetInfoComparer);
  520. for (auto& camerasPerTarget : mInfo.renderTargets)
  521. {
  522. Vector<Camera*>& cameras = camerasPerTarget.cameras;
  523. std::sort(begin(cameras), end(cameras), cameraComparer);
  524. }
  525. }
  526. }
  527. void RendererScene::refreshSamplerOverrides(bool force)
  528. {
  529. bool anyDirty = false;
  530. for (auto& entry : mSamplerOverrides)
  531. {
  532. SPtr<MaterialParams> materialParams = entry.first.material->_getInternalParams();
  533. MaterialSamplerOverrides* materialOverrides = entry.second;
  534. for(UINT32 i = 0; i < materialOverrides->numOverrides; i++)
  535. {
  536. SamplerOverride& override = materialOverrides->overrides[i];
  537. const MaterialParamsBase::ParamData* materialParamData = materialParams->getParamData(override.paramIdx);
  538. SPtr<SamplerState> samplerState;
  539. materialParams->getSamplerState(*materialParamData, samplerState);
  540. UINT64 hash = 0;
  541. if (samplerState != nullptr)
  542. hash = samplerState->getProperties().getHash();
  543. if (hash != override.originalStateHash || force)
  544. {
  545. if (samplerState != nullptr)
  546. override.state = SamplerOverrideUtility::generateSamplerOverride(samplerState, mOptions);
  547. else
  548. override.state = SamplerOverrideUtility::generateSamplerOverride(SamplerState::getDefault(), mOptions);
  549. override.originalStateHash = override.state->getProperties().getHash();
  550. materialOverrides->isDirty = true;
  551. }
  552. // Dirty flag can also be set externally, so check here even though we assign it above
  553. if (materialOverrides->isDirty)
  554. anyDirty = true;
  555. }
  556. }
  557. // Early exit if possible
  558. if (!anyDirty)
  559. return;
  560. UINT32 numRenderables = (UINT32)mInfo.renderables.size();
  561. for (UINT32 i = 0; i < numRenderables; i++)
  562. {
  563. for(auto& element : mInfo.renderables[i]->elements)
  564. {
  565. MaterialSamplerOverrides* overrides = element.samplerOverrides;
  566. if(overrides != nullptr && overrides->isDirty)
  567. {
  568. UINT32 numPasses = element.material->getNumPasses();
  569. for(UINT32 j = 0; j < numPasses; j++)
  570. {
  571. SPtr<GpuParams> params = element.params->getGpuParams(j);
  572. const UINT32 numStages = 6;
  573. for (UINT32 k = 0; k < numStages; k++)
  574. {
  575. GpuProgramType type = (GpuProgramType)k;
  576. SPtr<GpuParamDesc> paramDesc = params->getParamDesc(type);
  577. if (paramDesc == nullptr)
  578. continue;
  579. for (auto& samplerDesc : paramDesc->samplers)
  580. {
  581. UINT32 set = samplerDesc.second.set;
  582. UINT32 slot = samplerDesc.second.slot;
  583. UINT32 overrideIndex = overrides->passes[j].stateOverrides[set][slot];
  584. if (overrideIndex == (UINT32)-1)
  585. continue;
  586. params->setSamplerState(set, slot, overrides->overrides[overrideIndex].state);
  587. }
  588. }
  589. }
  590. }
  591. }
  592. }
  593. for (auto& entry : mSamplerOverrides)
  594. entry.second->isDirty = false;
  595. }
  596. void RendererScene::prepareRenderable(UINT32 idx, const FrameInfo& frameInfo)
  597. {
  598. if (mInfo.renderableReady[idx])
  599. return;
  600. // Note: Before uploading bone matrices perhaps check if they has actually been changed since last frame
  601. if(frameInfo.animData != nullptr)
  602. mInfo.renderables[idx]->renderable->updateAnimationBuffers(*frameInfo.animData);
  603. // Note: Could this step be moved in notifyRenderableUpdated, so it only triggers when material actually gets
  604. // changed? Although it shouldn't matter much because if the internal versions keeping track of dirty params.
  605. for (auto& element : mInfo.renderables[idx]->elements)
  606. element.material->updateParamsSet(element.params);
  607. mInfo.renderables[idx]->perObjectParamBuffer->flushToGPU();
  608. mInfo.renderableReady[idx] = true;
  609. }
  610. }}