BsRenderBeast.cpp 34 KB

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  1. #include "BsRenderBeast.h"
  2. #include "BsCCamera.h"
  3. #include "BsSceneObject.h"
  4. #include "BsSceneManager.h"
  5. #include "BsCRenderable.h"
  6. #include "BsMaterial.h"
  7. #include "BsMesh.h"
  8. #include "BsPass.h"
  9. #include "BsBlendState.h"
  10. #include "BsRasterizerState.h"
  11. #include "BsDepthStencilState.h"
  12. #include "BsSamplerState.h"
  13. #include "BsCoreApplication.h"
  14. #include "BsViewport.h"
  15. #include "BsRenderTarget.h"
  16. #include "BsRenderQueue.h"
  17. #include "BsGUIManager.h"
  18. #include "BsCoreThread.h"
  19. #include "BsGpuParams.h"
  20. #include "BsProfilerCPU.h"
  21. #include "BsShader.h"
  22. #include "BsTechnique.h"
  23. #include "BsHardwareBufferManager.h"
  24. #include "BsGpuParamBlockBuffer.h"
  25. #include "BsShader.h"
  26. #include "BsStaticRenderableHandler.h"
  27. #include "BsTime.h"
  28. #include "BsRenderableElement.h"
  29. #include "BsFrameAlloc.h"
  30. #include "BsCoreObjectManager.h"
  31. #include "BsRenderBeastOptions.h"
  32. #include "BsSamplerOverrides.h"
  33. #include "BsLight.h"
  34. #include "BsRenderTexturePool.h"
  35. #include "BsRenderTargets.h"
  36. #include "BsRendererUtility.h"
  37. using namespace std::placeholders;
  38. namespace BansheeEngine
  39. {
  40. RenderBeast::RenderBeast()
  41. :mOptions(bs_shared_ptr_new<RenderBeastOptions>()), mOptionsDirty(true), mStaticHandler(nullptr),
  42. mDefaultMaterial(nullptr), mDefaultNoNormalMaterial(nullptr), mPointLightMat(nullptr), mDirLightMat(nullptr)
  43. {
  44. }
  45. const StringID& RenderBeast::getName() const
  46. {
  47. static StringID name = "RenderBeast";
  48. return name;
  49. }
  50. void RenderBeast::initialize()
  51. {
  52. CoreRenderer::initialize();
  53. CoreThread::instance().queueCommand(std::bind(&RenderBeast::initializeCore, this));
  54. }
  55. void RenderBeast::destroy()
  56. {
  57. CoreRenderer::destroy();
  58. gCoreAccessor().queueCommand(std::bind(&RenderBeast::destroyCore, this));
  59. gCoreAccessor().submitToCoreThread(true);
  60. }
  61. void RenderBeast::initializeCore()
  62. {
  63. RendererUtility::startUp();
  64. mCoreOptions = bs_shared_ptr_new<RenderBeastOptions>();
  65. mStaticHandler = bs_new<StaticRenderableHandler>();
  66. mDefaultMaterial = bs_new<DefaultMaterial>();
  67. mDefaultNoNormalMaterial = bs_new<DefaultMaterialNoNormal>();
  68. mPointLightMat = bs_new<PointLightMat>();
  69. mDirLightMat = bs_new<DirectionalLightMat>();
  70. RenderTexturePool::startUp();
  71. }
  72. void RenderBeast::destroyCore()
  73. {
  74. if (mStaticHandler != nullptr)
  75. bs_delete(mStaticHandler);
  76. mRenderTargets.clear();
  77. mCameraData.clear();
  78. mRenderables.clear();
  79. RenderTexturePool::shutDown();
  80. bs_delete(mDefaultMaterial);
  81. bs_delete(mDefaultNoNormalMaterial);
  82. bs_delete(mPointLightMat);
  83. bs_delete(mDirLightMat);
  84. RendererUtility::shutDown();
  85. assert(mSamplerOverrides.empty());
  86. }
  87. void RenderBeast::_notifyRenderableAdded(RenderableCore* renderable)
  88. {
  89. UINT32 renderableId = (UINT32)mRenderables.size();
  90. renderable->setRendererId(renderableId);
  91. mRenderables.push_back(RenderableData());
  92. mRenderableShaderData.push_back(RenderableShaderData());
  93. mWorldBounds.push_back(renderable->getBounds());
  94. RenderableData& renderableData = mRenderables.back();
  95. renderableData.renderable = renderable;
  96. RenderableShaderData& shaderData = mRenderableShaderData.back();
  97. shaderData.worldTransform = renderable->getTransform();
  98. shaderData.invWorldTransform = shaderData.worldTransform.inverseAffine();
  99. shaderData.worldNoScaleTransform = renderable->getTransformNoScale();
  100. shaderData.invWorldNoScaleTransform = shaderData.worldNoScaleTransform.inverseAffine();
  101. shaderData.worldDeterminantSign = shaderData.worldTransform.determinant3x3() >= 0.0f ? 1.0f : -1.0f;
  102. if (renderable->getRenderableType() == RenType_LitTextured)
  103. renderableData.controller = mStaticHandler;
  104. else
  105. renderableData.controller = nullptr;
  106. SPtr<MeshCore> mesh = renderable->getMesh();
  107. if (mesh != nullptr)
  108. {
  109. const MeshProperties& meshProps = mesh->getProperties();
  110. SPtr<VertexDeclarationCore> vertexDecl = mesh->getVertexData()->vertexDeclaration;
  111. for (UINT32 i = 0; i < meshProps.getNumSubMeshes(); i++)
  112. {
  113. renderableData.elements.push_back(BeastRenderableElement());
  114. BeastRenderableElement& renElement = renderableData.elements.back();
  115. renElement.mesh = mesh;
  116. renElement.subMesh = meshProps.getSubMesh(i);
  117. renElement.renderableId = renderableId;
  118. renElement.material = renderable->getMaterial(i);
  119. if (renElement.material == nullptr)
  120. renElement.material = renderable->getMaterial(0);
  121. // Validate mesh <-> shader vertex bindings
  122. if (renElement.material != nullptr)
  123. {
  124. UINT32 numPasses = renElement.material->getNumPasses();
  125. for (UINT32 j = 0; j < numPasses; j++)
  126. {
  127. SPtr<PassCore> pass = renElement.material->getPass(j);
  128. if (!vertexDecl->isCompatible(pass->getVertexProgram()->getInputDeclaration()))
  129. {
  130. renElement.material = nullptr;
  131. LOGWRN("Provided mesh is missing required vertex attributes to render with the provided shader.");
  132. // TODO - Print mesh & shader names, as well as the exact attributes that are missing
  133. break;
  134. }
  135. }
  136. }
  137. if (renElement.material == nullptr)
  138. {
  139. SPtr<VertexData> vertexData = mesh->getVertexData();
  140. const VertexDeclarationProperties& vertexProps = vertexData->vertexDeclaration->getProperties();
  141. if (vertexProps.findElementBySemantic(VES_NORMAL))
  142. renElement.material = mDefaultMaterial->getMaterial();
  143. else
  144. renElement.material = mDefaultNoNormalMaterial->getMaterial();
  145. }
  146. auto iterFind = mSamplerOverrides.find(renElement.material);
  147. if (iterFind != mSamplerOverrides.end())
  148. {
  149. renElement.samplerOverrides = iterFind->second;
  150. iterFind->second->refCount++;
  151. }
  152. else
  153. {
  154. MaterialSamplerOverrides* samplerOverrides = SamplerOverrideUtility::generateSamplerOverrides(renElement.material, mCoreOptions);
  155. mSamplerOverrides[renElement.material] = samplerOverrides;
  156. renElement.samplerOverrides = samplerOverrides;
  157. samplerOverrides->refCount++;
  158. }
  159. if (renderableData.controller != nullptr)
  160. renderableData.controller->initializeRenderElem(renElement);
  161. }
  162. }
  163. }
  164. void RenderBeast::_notifyRenderableRemoved(RenderableCore* renderable)
  165. {
  166. UINT32 renderableId = renderable->getRendererId();
  167. RenderableCore* lastRenerable = mRenderables.back().renderable;
  168. UINT32 lastRenderableId = lastRenerable->getRendererId();
  169. Vector<BeastRenderableElement>& elements = mRenderables[renderableId].elements;
  170. for (auto& element : elements)
  171. {
  172. auto iterFind = mSamplerOverrides.find(element.material);
  173. assert(iterFind != mSamplerOverrides.end());
  174. MaterialSamplerOverrides* samplerOverrides = iterFind->second;
  175. samplerOverrides->refCount--;
  176. if (samplerOverrides->refCount == 0)
  177. {
  178. SamplerOverrideUtility::destroySamplerOverrides(samplerOverrides);
  179. mSamplerOverrides.erase(iterFind);
  180. }
  181. element.samplerOverrides = nullptr;
  182. }
  183. if (renderableId != lastRenderableId)
  184. {
  185. // Swap current last element with the one we want to erase
  186. std::swap(mRenderables[renderableId], mRenderables[lastRenderableId]);
  187. std::swap(mWorldBounds[renderableId], mWorldBounds[lastRenderableId]);
  188. std::swap(mRenderableShaderData[renderableId], mRenderableShaderData[lastRenderableId]);
  189. lastRenerable->setRendererId(renderableId);
  190. Vector<BeastRenderableElement>& lastRenderableElements = mRenderables[renderableId].elements;
  191. for (auto& element : elements)
  192. element.renderableId = renderableId;
  193. }
  194. // Last element is the one we want to erase
  195. mRenderables.erase(mRenderables.end() - 1);
  196. mWorldBounds.erase(mWorldBounds.end() - 1);
  197. mRenderableShaderData.erase(mRenderableShaderData.end() - 1);
  198. }
  199. void RenderBeast::_notifyRenderableUpdated(RenderableCore* renderable)
  200. {
  201. UINT32 renderableId = renderable->getRendererId();
  202. RenderableShaderData& shaderData = mRenderableShaderData[renderableId];
  203. shaderData.worldTransform = renderable->getTransform();
  204. shaderData.invWorldTransform = shaderData.worldTransform.inverseAffine();
  205. shaderData.worldNoScaleTransform = renderable->getTransformNoScale();
  206. shaderData.invWorldNoScaleTransform = shaderData.worldNoScaleTransform.inverseAffine();
  207. shaderData.worldDeterminantSign = shaderData.worldTransform.determinant3x3() >= 0.0f ? 1.0f : -1.0f;
  208. mWorldBounds[renderableId] = renderable->getBounds();
  209. }
  210. void RenderBeast::_notifyLightAdded(LightCore* light)
  211. {
  212. if (light->getType() == LightType::Directional)
  213. {
  214. UINT32 lightId = (UINT32)mDirectionalLights.size();
  215. light->setRendererId(lightId);
  216. mDirectionalLights.push_back(LightData());
  217. LightData& lightData = mDirectionalLights.back();
  218. lightData.internal = light;
  219. }
  220. else
  221. {
  222. UINT32 lightId = (UINT32)mPointLights.size();
  223. light->setRendererId(lightId);
  224. mPointLights.push_back(LightData());
  225. mLightWorldBounds.push_back(light->getBounds());
  226. LightData& lightData = mPointLights.back();
  227. lightData.internal = light;
  228. }
  229. }
  230. void RenderBeast::_notifyLightUpdated(LightCore* light)
  231. {
  232. UINT32 lightId = light->getRendererId();
  233. if (light->getType() != LightType::Directional)
  234. mLightWorldBounds[lightId] = light->getBounds();
  235. }
  236. void RenderBeast::_notifyLightRemoved(LightCore* light)
  237. {
  238. UINT32 lightId = light->getRendererId();
  239. if (light->getType() == LightType::Directional)
  240. {
  241. LightCore* lastLight = mDirectionalLights.back().internal;
  242. UINT32 lastLightId = lastLight->getRendererId();
  243. if (lightId != lastLightId)
  244. {
  245. // Swap current last element with the one we want to erase
  246. std::swap(mDirectionalLights[lightId], mDirectionalLights[lastLightId]);
  247. lastLight->setRendererId(lightId);
  248. }
  249. // Last element is the one we want to erase
  250. mDirectionalLights.erase(mDirectionalLights.end() - 1);
  251. }
  252. else
  253. {
  254. LightCore* lastLight = mPointLights.back().internal;
  255. UINT32 lastLightId = lastLight->getRendererId();
  256. if (lightId != lastLightId)
  257. {
  258. // Swap current last element with the one we want to erase
  259. std::swap(mPointLights[lightId], mPointLights[lastLightId]);
  260. std::swap(mLightWorldBounds[lightId], mLightWorldBounds[lastLightId]);
  261. lastLight->setRendererId(lightId);
  262. }
  263. // Last element is the one we want to erase
  264. mPointLights.erase(mPointLights.end() - 1);
  265. mLightWorldBounds.erase(mLightWorldBounds.end() - 1);
  266. }
  267. }
  268. void RenderBeast::_notifyCameraAdded(const CameraCore* camera)
  269. {
  270. CameraData& camData = mCameraData[camera];
  271. camData.opaqueQueue = bs_shared_ptr_new<RenderQueue>(mCoreOptions->stateReductionMode);
  272. StateReduction transparentStateReduction = mCoreOptions->stateReductionMode;
  273. if (transparentStateReduction == StateReduction::Material)
  274. transparentStateReduction = StateReduction::Distance; // Transparent object MUST be sorted by distance
  275. camData.transparentQueue = bs_shared_ptr_new<RenderQueue>(transparentStateReduction);
  276. // Register in render target list
  277. SPtr<RenderTargetCore> renderTarget = camera->getViewport()->getTarget();
  278. if (renderTarget == nullptr)
  279. return;
  280. auto findIter = std::find_if(mRenderTargets.begin(), mRenderTargets.end(),
  281. [&](const RenderTargetData& x) { return x.target == renderTarget; });
  282. if (findIter != mRenderTargets.end())
  283. {
  284. findIter->cameras.push_back(camera);
  285. }
  286. else
  287. {
  288. mRenderTargets.push_back(RenderTargetData());
  289. RenderTargetData& renderTargetData = mRenderTargets.back();
  290. renderTargetData.target = renderTarget;
  291. renderTargetData.cameras.push_back(camera);
  292. }
  293. // Sort render targets based on priority
  294. auto cameraComparer = [&](const CameraCore* a, const CameraCore* b) { return a->getPriority() > b->getPriority(); };
  295. auto renderTargetInfoComparer = [&](const RenderTargetData& a, const RenderTargetData& b)
  296. { return a.target->getProperties().getPriority() > b.target->getProperties().getPriority(); };
  297. std::sort(begin(mRenderTargets), end(mRenderTargets), renderTargetInfoComparer);
  298. for (auto& camerasPerTarget : mRenderTargets)
  299. {
  300. Vector<const CameraCore*>& cameras = camerasPerTarget.cameras;
  301. std::sort(begin(cameras), end(cameras), cameraComparer);
  302. }
  303. }
  304. void RenderBeast::_notifyCameraRemoved(const CameraCore* camera)
  305. {
  306. mCameraData.erase(camera);
  307. // Remove from render target list
  308. for (auto iterTarget = mRenderTargets.begin(); iterTarget != mRenderTargets.end(); ++iterTarget)
  309. {
  310. RenderTargetData& target = *iterTarget;
  311. for (auto iterCam = target.cameras.begin(); iterCam != target.cameras.end(); ++iterCam)
  312. {
  313. if (camera == *iterCam)
  314. {
  315. target.cameras.erase(iterCam);
  316. break;
  317. }
  318. }
  319. if (target.cameras.empty())
  320. {
  321. mRenderTargets.erase(iterTarget);
  322. break;
  323. }
  324. }
  325. }
  326. void RenderBeast::setOptions(const SPtr<CoreRendererOptions>& options)
  327. {
  328. mOptions = std::static_pointer_cast<RenderBeastOptions>(options);
  329. mOptionsDirty = true;
  330. }
  331. SPtr<CoreRendererOptions> RenderBeast::getOptions() const
  332. {
  333. return mOptions;
  334. }
  335. void RenderBeast::renderAll()
  336. {
  337. // Sync all dirty sim thread CoreObject data to core thread
  338. CoreObjectManager::instance().syncToCore(gCoreAccessor());
  339. if (mOptionsDirty)
  340. {
  341. gCoreAccessor().queueCommand(std::bind(&RenderBeast::syncRenderOptions, this, *mOptions));
  342. mOptionsDirty = false;
  343. }
  344. gCoreAccessor().queueCommand(std::bind(&RenderBeast::renderAllCore, this, gTime().getTime()));
  345. }
  346. void RenderBeast::syncRenderOptions(const RenderBeastOptions& options)
  347. {
  348. bool filteringChanged = mCoreOptions->filtering != options.filtering;
  349. if (options.filtering == RenderBeastFiltering::Anisotropic)
  350. filteringChanged |= mCoreOptions->anisotropyMax != options.anisotropyMax;
  351. if (filteringChanged)
  352. refreshSamplerOverrides(true);
  353. *mCoreOptions = options;
  354. for (auto& cameraData : mCameraData)
  355. {
  356. cameraData.second.opaqueQueue->setStateReduction(mCoreOptions->stateReductionMode);
  357. StateReduction transparentStateReduction = mCoreOptions->stateReductionMode;
  358. if (transparentStateReduction == StateReduction::Material)
  359. transparentStateReduction = StateReduction::Distance; // Transparent object MUST be sorted by distance
  360. cameraData.second.transparentQueue->setStateReduction(transparentStateReduction);
  361. }
  362. }
  363. void RenderBeast::renderAllCore(float time)
  364. {
  365. THROW_IF_NOT_CORE_THREAD;
  366. // Note: I'm iterating over all sampler states every frame. If this ends up being a performance
  367. // issue consider handling this internally in MaterialCore which can only do it when sampler states
  368. // are actually modified after sync
  369. refreshSamplerOverrides();
  370. // Update global per-frame hardware buffers
  371. mStaticHandler->updatePerFrameBuffers(time);
  372. // Generate render queues per camera
  373. for (auto& cameraData : mCameraData)
  374. {
  375. const CameraCore* camera = cameraData.first;
  376. determineVisible(*camera);
  377. }
  378. // Render everything, target by target
  379. for (auto& renderTargetData : mRenderTargets)
  380. {
  381. SPtr<RenderTargetCore> target = renderTargetData.target;
  382. Vector<const CameraCore*>& cameras = renderTargetData.cameras;
  383. RenderAPICore::instance().beginFrame();
  384. UINT32 numCameras = (UINT32)cameras.size();
  385. for (UINT32 i = 0; i < numCameras; i++)
  386. render(renderTargetData, i);
  387. // BEGIN OLD STUFF
  388. //RenderAPICore::instance().setRenderTarget(target);
  389. //for(auto& camera : cameras)
  390. //{
  391. // SPtr<ViewportCore> viewport = camera->getViewport();
  392. // RenderAPICore::instance().setViewport(viewport->getNormArea());
  393. // UINT32 clearBuffers = 0;
  394. // if(viewport->getRequiresColorClear())
  395. // clearBuffers |= FBT_COLOR;
  396. // if(viewport->getRequiresDepthClear())
  397. // clearBuffers |= FBT_DEPTH;
  398. // if(viewport->getRequiresStencilClear())
  399. // clearBuffers |= FBT_STENCIL;
  400. // if(clearBuffers != 0)
  401. // RenderAPICore::instance().clearViewport(clearBuffers, viewport->getClearColor(), viewport->getClearDepthValue(), viewport->getClearStencilValue());
  402. // renderOLD(*camera);
  403. //}
  404. // END OLD STUFF
  405. RenderAPICore::instance().endFrame();
  406. RenderAPICore::instance().swapBuffers(target);
  407. }
  408. }
  409. void RenderBeast::render(RenderTargetData& rtData, UINT32 camIdx)
  410. {
  411. const CameraCore* camera = rtData.cameras[camIdx];
  412. CameraData& camData = mCameraData[camera];
  413. SPtr<ViewportCore> viewport = camera->getViewport();
  414. CameraShaderData cameraShaderData = getCameraShaderData(*camera);
  415. mStaticHandler->updatePerCameraBuffers(cameraShaderData);
  416. // Render scene objects to g-buffer if there are any
  417. const Vector<RenderQueueElement>& opaqueElements = camData.opaqueQueue->getSortedElements();
  418. bool hasGBuffer = opaqueElements.size() > 0;
  419. if (hasGBuffer)
  420. {
  421. bool createGBuffer = camData.gbuffer == nullptr ||
  422. camData.gbuffer->getHDR() != mCoreOptions->hdr ||
  423. camData.gbuffer->getNumSamples() != mCoreOptions->msaa;
  424. if (createGBuffer)
  425. camData.gbuffer = RenderTargets::create(*viewport, mCoreOptions->hdr, mCoreOptions->msaa);
  426. camData.gbuffer->bind();
  427. UINT32 clearBuffers = 0;
  428. if (viewport->getRequiresColorClear())
  429. clearBuffers |= FBT_COLOR;
  430. if (viewport->getRequiresDepthClear())
  431. clearBuffers |= FBT_DEPTH;
  432. if (viewport->getRequiresStencilClear())
  433. clearBuffers |= FBT_STENCIL;
  434. if (clearBuffers != 0)
  435. RenderAPICore::instance().clearViewport(clearBuffers, viewport->getClearColor(), viewport->getClearDepthValue(), viewport->getClearStencilValue());
  436. for (auto iter = opaqueElements.begin(); iter != opaqueElements.end(); ++iter)
  437. {
  438. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  439. SPtr<MaterialCore> material = renderElem->material;
  440. UINT32 rendererId = renderElem->renderableId;
  441. Matrix4 worldViewProjMatrix = cameraShaderData.viewProj * mRenderableShaderData[rendererId].worldTransform;
  442. mStaticHandler->updatePerObjectBuffers(*renderElem, mRenderableShaderData[rendererId], worldViewProjMatrix);
  443. mStaticHandler->bindGlobalBuffers(*renderElem); // Note: If I can keep global buffer slot indexes the same between shaders I could only bind these once
  444. mStaticHandler->bindPerObjectBuffers(*renderElem);
  445. if (iter->applyPass)
  446. {
  447. SPtr<PassCore> pass = material->getPass(iter->passIdx);
  448. setPass(pass);
  449. }
  450. SPtr<PassParametersCore> passParams = material->getPassParameters(iter->passIdx);
  451. if (renderElem->samplerOverrides != nullptr)
  452. setPassParams(passParams, &renderElem->samplerOverrides->passes[iter->passIdx]);
  453. else
  454. setPassParams(passParams, nullptr);
  455. gRendererUtility().draw(iter->renderElem->mesh, iter->renderElem->subMesh);
  456. }
  457. camData.gbuffer->unbind();
  458. }
  459. else
  460. camData.gbuffer = nullptr;
  461. // Prepare final render target
  462. SPtr<RenderTargetCore> target = rtData.target;
  463. // If first camera in render target, prepare the render target
  464. if (camIdx == 0)
  465. {
  466. RenderAPICore::instance().setRenderTarget(target);
  467. RenderAPICore::instance().setViewport(viewport->getNormArea());
  468. UINT32 clearBuffers = 0;
  469. if (viewport->getRequiresColorClear())
  470. clearBuffers |= FBT_COLOR;
  471. if (viewport->getRequiresDepthClear())
  472. clearBuffers |= FBT_DEPTH;
  473. if (viewport->getRequiresStencilClear())
  474. clearBuffers |= FBT_STENCIL;
  475. if (clearBuffers != 0)
  476. RenderAPICore::instance().clearViewport(clearBuffers, viewport->getClearColor(), viewport->getClearDepthValue(), viewport->getClearStencilValue());
  477. }
  478. // Trigger pre-scene callbacks
  479. auto iterCameraCallbacks = mRenderCallbacks.find(camera);
  480. if (iterCameraCallbacks != mRenderCallbacks.end())
  481. {
  482. for (auto& callbackPair : iterCameraCallbacks->second)
  483. {
  484. if (callbackPair.first >= 0)
  485. break;
  486. callbackPair.second();
  487. }
  488. }
  489. // Render lights and resolve gbuffer if there is one
  490. if (hasGBuffer)
  491. {
  492. // TODO - Need to handle a case when GBuffer has MSAA but scene target has not
  493. SPtr<MaterialCore> dirMaterial = mDirLightMat->getMaterial();
  494. SPtr<PassCore> dirPass = dirMaterial->getPass(0);
  495. setPass(dirPass);
  496. mDirLightMat->setGBuffer(camData.gbuffer);
  497. for (auto& light : mDirectionalLights)
  498. {
  499. if (!light.internal->getIsActive())
  500. continue;
  501. mDirLightMat->setParameters(light.internal);
  502. gRendererUtility().drawScreenQuad(*viewport);
  503. }
  504. SPtr<MaterialCore> pointMaterial = mPointLightMat->getMaterial();
  505. SPtr<PassCore> pointPass = pointMaterial->getPass(0);
  506. setPass(pointPass);
  507. mPointLightMat->setGBuffer(camData.gbuffer);
  508. // TODO - Cull lights based on visibility, right now I just iterate over all of them.
  509. for (auto& light : mPointLights)
  510. {
  511. if (!light.internal->getIsActive())
  512. continue;
  513. mPointLightMat->setParameters(light.internal);
  514. SPtr<MeshCore> mesh = light.internal->getMesh();
  515. gRendererUtility().draw(mesh, mesh->getProperties().getSubMesh(0));
  516. }
  517. // TODO - Resolve to render target if it was MSAA (Later: Manual resolve during deferred light pass?)
  518. }
  519. // Render transparent objects (TODO - No lighting yet)
  520. const Vector<RenderQueueElement>& transparentElements = camData.transparentQueue->getSortedElements();
  521. for (auto iter = transparentElements.begin(); iter != transparentElements.end(); ++iter)
  522. {
  523. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  524. SPtr<MaterialCore> material = renderElem->material;
  525. UINT32 rendererId = renderElem->renderableId;
  526. Matrix4 worldViewProjMatrix = cameraShaderData.viewProj * mRenderableShaderData[rendererId].worldTransform;
  527. mStaticHandler->updatePerObjectBuffers(*renderElem, mRenderableShaderData[rendererId], worldViewProjMatrix);
  528. mStaticHandler->bindGlobalBuffers(*renderElem); // Note: If I can keep global buffer slot indexes the same between shaders I could only bind these once
  529. mStaticHandler->bindPerObjectBuffers(*renderElem);
  530. if (iter->applyPass)
  531. {
  532. SPtr<PassCore> pass = material->getPass(iter->passIdx);
  533. setPass(pass);
  534. }
  535. SPtr<PassParametersCore> passParams = material->getPassParameters(iter->passIdx);
  536. if (renderElem->samplerOverrides != nullptr)
  537. setPassParams(passParams, &renderElem->samplerOverrides->passes[iter->passIdx]);
  538. else
  539. setPassParams(passParams, nullptr);
  540. gRendererUtility().draw(iter->renderElem->mesh, iter->renderElem->subMesh);
  541. }
  542. camData.opaqueQueue->clear();
  543. camData.transparentQueue->clear();
  544. // Render post-scene callbacks
  545. if (iterCameraCallbacks != mRenderCallbacks.end())
  546. {
  547. for (auto& callbackPair : iterCameraCallbacks->second)
  548. {
  549. if (callbackPair.first < 0)
  550. continue;
  551. callbackPair.second();
  552. }
  553. }
  554. }
  555. void RenderBeast::renderOLD(const CameraCore& camera)
  556. {
  557. THROW_IF_NOT_CORE_THREAD;
  558. RenderAPICore& rs = RenderAPICore::instance();
  559. CameraData& cameraData = mCameraData[&camera];
  560. CameraShaderData cameraShaderData = getCameraShaderData(camera);
  561. // Trigger pre-render callbacks
  562. auto iterCameraCallbacks = mRenderCallbacks.find(&camera);
  563. if (iterCameraCallbacks != mRenderCallbacks.end())
  564. {
  565. for (auto& callbackPair : iterCameraCallbacks->second)
  566. {
  567. if (callbackPair.first >= 0)
  568. break;
  569. callbackPair.second();
  570. }
  571. }
  572. // Render opaque
  573. //// Update global per-frame hardware buffers
  574. mStaticHandler->updatePerCameraBuffers(cameraShaderData);
  575. // TODO - This bit can be removed once I fully switch to deferred
  576. const Vector<RenderQueueElement>& opaqueElements = cameraData.opaqueQueue->getSortedElements();
  577. for(auto iter = opaqueElements.begin(); iter != opaqueElements.end(); ++iter)
  578. {
  579. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  580. SPtr<MaterialCore> material = renderElem->material;
  581. UINT32 rendererId = renderElem->renderableId;
  582. Matrix4 worldViewProjMatrix = cameraShaderData.viewProj * mRenderableShaderData[rendererId].worldTransform;
  583. mStaticHandler->updatePerObjectBuffers(*renderElem, mRenderableShaderData[rendererId], worldViewProjMatrix);
  584. mStaticHandler->bindGlobalBuffers(*renderElem); // Note: If I can keep global buffer slot indexes the same between shaders I could only bind these once
  585. mStaticHandler->bindPerObjectBuffers(*renderElem);
  586. if (iter->applyPass)
  587. {
  588. SPtr<PassCore> pass = material->getPass(iter->passIdx);
  589. setPass(pass);
  590. }
  591. {
  592. SPtr<PassParametersCore> passParams = material->getPassParameters(iter->passIdx);
  593. if (renderElem->samplerOverrides != nullptr)
  594. setPassParams(passParams, &renderElem->samplerOverrides->passes[iter->passIdx]);
  595. else
  596. setPassParams(passParams, nullptr);
  597. }
  598. gRendererUtility().draw(iter->renderElem->mesh, iter->renderElem->subMesh);
  599. }
  600. // Render transparent
  601. const Vector<RenderQueueElement>& transparentElements = cameraData.transparentQueue->getSortedElements();
  602. for (auto iter = transparentElements.begin(); iter != transparentElements.end(); ++iter)
  603. {
  604. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  605. SPtr<MaterialCore> material = renderElem->material;
  606. UINT32 rendererId = renderElem->renderableId;
  607. Matrix4 worldViewProjMatrix = cameraShaderData.viewProj * mRenderableShaderData[rendererId].worldTransform;
  608. mStaticHandler->updatePerObjectBuffers(*renderElem, mRenderableShaderData[rendererId], worldViewProjMatrix);
  609. mStaticHandler->bindGlobalBuffers(*renderElem); // Note: If I can keep global buffer slot indexes the same between shaders I could only bind these once
  610. mStaticHandler->bindPerObjectBuffers(*renderElem);
  611. if (iter->applyPass)
  612. {
  613. SPtr<PassCore> pass = material->getPass(iter->passIdx);
  614. setPass(pass);
  615. }
  616. SPtr<PassParametersCore> passParams = material->getPassParameters(iter->passIdx);
  617. if (renderElem->samplerOverrides != nullptr)
  618. setPassParams(passParams, &renderElem->samplerOverrides->passes[iter->passIdx]);
  619. else
  620. setPassParams(passParams, nullptr);
  621. gRendererUtility().draw(iter->renderElem->mesh, iter->renderElem->subMesh);
  622. }
  623. cameraData.opaqueQueue->clear();
  624. cameraData.transparentQueue->clear();
  625. // Trigger post-render callbacks
  626. if (iterCameraCallbacks != mRenderCallbacks.end())
  627. {
  628. for (auto& callbackPair : iterCameraCallbacks->second)
  629. {
  630. if (callbackPair.first < 0)
  631. continue;
  632. callbackPair.second();
  633. }
  634. }
  635. }
  636. void RenderBeast::determineVisible(const CameraCore& camera)
  637. {
  638. CameraData& cameraData = mCameraData[&camera];
  639. UINT64 cameraLayers = camera.getLayers();
  640. ConvexVolume worldFrustum = camera.getWorldFrustum();
  641. // Update per-object param buffers and queue render elements
  642. for (auto& renderableData : mRenderables)
  643. {
  644. RenderableCore* renderable = renderableData.renderable;
  645. RenderableHandler* controller = renderableData.controller;
  646. UINT32 renderableType = renderable->getRenderableType();
  647. UINT32 rendererId = renderable->getRendererId();
  648. if ((renderable->getLayer() & cameraLayers) == 0)
  649. continue;
  650. // Do frustum culling
  651. // TODO - This is bound to be a bottleneck at some point. When it is ensure that intersect
  652. // methods use vector operations, as it is trivial to update them.
  653. const Sphere& boundingSphere = mWorldBounds[rendererId].getSphere();
  654. if (worldFrustum.intersects(boundingSphere))
  655. {
  656. // More precise with the box
  657. const AABox& boundingBox = mWorldBounds[rendererId].getBox();
  658. if (worldFrustum.intersects(boundingBox))
  659. {
  660. float distanceToCamera = (camera.getPosition() - boundingBox.getCenter()).length();
  661. for (auto& renderElem : renderableData.elements)
  662. {
  663. bool isTransparent = (renderElem.material->getShader()->getFlags() & (UINT32)ShaderFlags::Transparent) != 0;
  664. if (isTransparent)
  665. cameraData.transparentQueue->add(&renderElem, distanceToCamera);
  666. else
  667. cameraData.opaqueQueue->add(&renderElem, distanceToCamera);
  668. }
  669. }
  670. }
  671. }
  672. cameraData.opaqueQueue->sort();
  673. cameraData.transparentQueue->sort();
  674. }
  675. Vector2 RenderBeast::getDeviceZTransform(const Matrix4& projMatrix)
  676. {
  677. Vector2 output;
  678. output.x = 1.0f / projMatrix[2][2];
  679. output.y = projMatrix[2][3] / projMatrix[2][2];
  680. return output;
  681. }
  682. CameraShaderData RenderBeast::getCameraShaderData(const CameraCore& camera)
  683. {
  684. CameraShaderData data;
  685. data.proj = camera.getProjectionMatrixRS();
  686. data.view = camera.getViewMatrix();
  687. data.viewProj = data.proj * data.view;
  688. data.invProj = data.proj.inverse();
  689. data.viewDir = camera.getForward();
  690. data.viewOrigin = camera.getPosition();
  691. data.deviceZToWorldZ = getDeviceZTransform(data.proj);
  692. SPtr<ViewportCore> viewport = camera.getViewport();
  693. SPtr<RenderTargetCore> rt = viewport->getTarget();
  694. float halfWidth = viewport->getWidth() / 2.0f;
  695. float halfHeight = viewport->getHeight() / 2.0f;
  696. float rtWidth = (float)rt->getProperties().getWidth();
  697. float rtHeight = (float)rt->getProperties().getHeight();
  698. RenderAPICore& rapi = RenderAPICore::instance();
  699. data.clipToUVScaleOffset.x = (halfWidth / 2.0f) / rtWidth;
  700. data.clipToUVScaleOffset.y = (halfHeight / 2.0f) / rtHeight;
  701. data.clipToUVScaleOffset.z = (viewport->getX() + halfWidth + rapi.getHorizontalTexelOffset()) / rtWidth;
  702. data.clipToUVScaleOffset.w = (viewport->getY() + halfHeight + rapi.getHorizontalTexelOffset()) / rtHeight;
  703. return data;
  704. }
  705. void RenderBeast::refreshSamplerOverrides(bool force)
  706. {
  707. for (auto& entry : mSamplerOverrides)
  708. {
  709. SPtr<MaterialCore> material = entry.first;
  710. if (force)
  711. {
  712. SamplerOverrideUtility::destroySamplerOverrides(entry.second);
  713. entry.second = SamplerOverrideUtility::generateSamplerOverrides(material, mCoreOptions);
  714. }
  715. else
  716. {
  717. MaterialSamplerOverrides* materialOverrides = entry.second;
  718. UINT32 numPasses = material->getNumPasses();
  719. assert(numPasses == materialOverrides->numPasses);
  720. for (UINT32 i = 0; i < numPasses; i++)
  721. {
  722. SPtr<PassParametersCore> passParams = material->getPassParameters(i);
  723. PassSamplerOverrides& passOverrides = materialOverrides->passes[i];
  724. for (UINT32 j = 0; j < PassParametersCore::NUM_PARAMS; j++)
  725. {
  726. StageSamplerOverrides& stageOverrides = passOverrides.stages[j];
  727. SPtr<GpuParamsCore> params = passParams->getParamByIdx(j);
  728. if (params == nullptr)
  729. continue;
  730. const GpuParamDesc& paramDesc = params->getParamDesc();
  731. for (auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  732. {
  733. UINT32 slot = iter->second.slot;
  734. SPtr<SamplerStateCore> samplerState = params->getSamplerState(slot);
  735. assert(stageOverrides.numStates > slot);
  736. if (samplerState != stageOverrides.stateOverrides[slot])
  737. {
  738. if (samplerState != nullptr)
  739. stageOverrides.stateOverrides[slot] = SamplerOverrideUtility::generateSamplerOverride(samplerState, mCoreOptions);
  740. else
  741. stageOverrides.stateOverrides[slot] = SamplerOverrideUtility::generateSamplerOverride(SamplerStateCore::getDefault(), mCoreOptions);;
  742. }
  743. }
  744. }
  745. }
  746. }
  747. }
  748. }
  749. void RenderBeast::setPass(const SPtr<PassCore>& pass)
  750. {
  751. THROW_IF_NOT_CORE_THREAD;
  752. RenderAPICore& rs = RenderAPICore::instance();
  753. struct StageData
  754. {
  755. GpuProgramType type;
  756. bool enable;
  757. SPtr<GpuProgramCore> program;
  758. };
  759. const UINT32 numStages = 6;
  760. StageData stages[numStages] =
  761. {
  762. { GPT_VERTEX_PROGRAM, pass->hasVertexProgram(), pass->getVertexProgram() },
  763. { GPT_FRAGMENT_PROGRAM, pass->hasFragmentProgram(), pass->getFragmentProgram() },
  764. { GPT_GEOMETRY_PROGRAM, pass->hasGeometryProgram(), pass->getGeometryProgram() },
  765. { GPT_HULL_PROGRAM, pass->hasHullProgram(), pass->getHullProgram() },
  766. { GPT_DOMAIN_PROGRAM, pass->hasDomainProgram(), pass->getDomainProgram() },
  767. { GPT_COMPUTE_PROGRAM, pass->hasComputeProgram(), pass->getComputeProgram() }
  768. };
  769. for (UINT32 i = 0; i < numStages; i++)
  770. {
  771. const StageData& stage = stages[i];
  772. if (stage.enable)
  773. rs.bindGpuProgram(stage.program);
  774. else
  775. rs.unbindGpuProgram(stage.type);
  776. }
  777. // Set up non-texture related pass settings
  778. if (pass->getBlendState() != nullptr)
  779. rs.setBlendState(pass->getBlendState());
  780. else
  781. rs.setBlendState(BlendStateCore::getDefault());
  782. if (pass->getDepthStencilState() != nullptr)
  783. rs.setDepthStencilState(pass->getDepthStencilState(), pass->getStencilRefValue());
  784. else
  785. rs.setDepthStencilState(DepthStencilStateCore::getDefault(), pass->getStencilRefValue());
  786. if (pass->getRasterizerState() != nullptr)
  787. rs.setRasterizerState(pass->getRasterizerState());
  788. else
  789. rs.setRasterizerState(RasterizerStateCore::getDefault());
  790. }
  791. void RenderBeast::setPassParams(const SPtr<PassParametersCore>& passParams, const PassSamplerOverrides* samplerOverrides)
  792. {
  793. THROW_IF_NOT_CORE_THREAD;
  794. RenderAPICore& rs = RenderAPICore::instance();
  795. struct StageData
  796. {
  797. GpuProgramType type;
  798. SPtr<GpuParamsCore> params;
  799. };
  800. const UINT32 numStages = 6;
  801. StageData stages[numStages] =
  802. {
  803. { GPT_VERTEX_PROGRAM, passParams->mVertParams },
  804. { GPT_FRAGMENT_PROGRAM, passParams->mFragParams },
  805. { GPT_GEOMETRY_PROGRAM, passParams->mGeomParams },
  806. { GPT_HULL_PROGRAM, passParams->mHullParams },
  807. { GPT_DOMAIN_PROGRAM, passParams->mDomainParams },
  808. { GPT_COMPUTE_PROGRAM, passParams->mComputeParams }
  809. };
  810. for (UINT32 i = 0; i < numStages; i++)
  811. {
  812. const StageData& stage = stages[i];
  813. SPtr<GpuParamsCore> params = stage.params;
  814. if (params == nullptr)
  815. continue;
  816. const GpuParamDesc& paramDesc = params->getParamDesc();
  817. for (auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  818. {
  819. SPtr<SamplerStateCore> samplerState;
  820. if (samplerOverrides != nullptr)
  821. samplerState = samplerOverrides->stages[i].stateOverrides[iter->second.slot];
  822. else
  823. samplerState = params->getSamplerState(iter->second.slot);
  824. if (samplerState == nullptr)
  825. rs.setSamplerState(stage.type, iter->second.slot, SamplerStateCore::getDefault());
  826. else
  827. rs.setSamplerState(stage.type, iter->second.slot, samplerState);
  828. }
  829. for (auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
  830. {
  831. SPtr<TextureCore> texture = params->getTexture(iter->second.slot);
  832. if (!params->isLoadStoreTexture(iter->second.slot))
  833. {
  834. if (texture == nullptr)
  835. rs.setTexture(stage.type, iter->second.slot, false, nullptr);
  836. else
  837. rs.setTexture(stage.type, iter->second.slot, true, texture);
  838. }
  839. else
  840. {
  841. const TextureSurface& surface = params->getLoadStoreSurface(iter->second.slot);
  842. if (texture == nullptr)
  843. rs.setLoadStoreTexture(stage.type, iter->second.slot, false, nullptr, surface);
  844. else
  845. rs.setLoadStoreTexture(stage.type, iter->second.slot, true, texture, surface);
  846. }
  847. }
  848. rs.setConstantBuffers(stage.type, params);
  849. }
  850. }
  851. }