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- #include "BsRenderBeast.h"
- #include "BsCCamera.h"
- #include "BsSceneObject.h"
- #include "BsSceneManager.h"
- #include "BsCRenderable.h"
- #include "BsMaterial.h"
- #include "BsMesh.h"
- #include "BsPass.h"
- #include "BsBlendState.h"
- #include "BsRasterizerState.h"
- #include "BsDepthStencilState.h"
- #include "BsSamplerState.h"
- #include "BsCoreApplication.h"
- #include "BsViewport.h"
- #include "BsRenderTarget.h"
- #include "BsRenderQueue.h"
- #include "BsGUIManager.h"
- #include "BsCoreThread.h"
- #include "BsGpuParams.h"
- #include "BsProfilerCPU.h"
- #include "BsShader.h"
- #include "BsTechnique.h"
- #include "BsHardwareBufferManager.h"
- #include "BsGpuParamBlockBuffer.h"
- #include "BsShader.h"
- #include "BsStaticRenderableHandler.h"
- #include "BsTime.h"
- #include "BsRenderableElement.h"
- #include "BsFrameAlloc.h"
- #include "BsCoreObjectManager.h"
- #include "BsRenderBeastOptions.h"
- #include "BsSamplerOverrides.h"
- #include "BsLight.h"
- #include "BsRenderTexturePool.h"
- #include "BsRenderTargets.h"
- #include "BsRendererUtility.h"
- using namespace std::placeholders;
- namespace BansheeEngine
- {
- RenderBeast::RenderBeast()
- :mOptions(bs_shared_ptr_new<RenderBeastOptions>()), mOptionsDirty(true), mStaticHandler(nullptr),
- mDefaultMaterial(nullptr), mDefaultNoNormalMaterial(nullptr), mPointLightMat(nullptr), mDirLightMat(nullptr)
- {
- }
- const StringID& RenderBeast::getName() const
- {
- static StringID name = "RenderBeast";
- return name;
- }
- void RenderBeast::initialize()
- {
- CoreRenderer::initialize();
- CoreThread::instance().queueCommand(std::bind(&RenderBeast::initializeCore, this));
- }
- void RenderBeast::destroy()
- {
- CoreRenderer::destroy();
- gCoreAccessor().queueCommand(std::bind(&RenderBeast::destroyCore, this));
- gCoreAccessor().submitToCoreThread(true);
- }
- void RenderBeast::initializeCore()
- {
- RendererUtility::startUp();
- mCoreOptions = bs_shared_ptr_new<RenderBeastOptions>();
- mStaticHandler = bs_new<StaticRenderableHandler>();
- mDefaultMaterial = bs_new<DefaultMaterial>();
- mDefaultNoNormalMaterial = bs_new<DefaultMaterialNoNormal>();
- mPointLightMat = bs_new<PointLightMat>();
- mDirLightMat = bs_new<DirectionalLightMat>();
- RenderTexturePool::startUp();
- }
- void RenderBeast::destroyCore()
- {
- if (mStaticHandler != nullptr)
- bs_delete(mStaticHandler);
- mRenderTargets.clear();
- mCameraData.clear();
- mRenderables.clear();
- RenderTexturePool::shutDown();
- bs_delete(mDefaultMaterial);
- bs_delete(mDefaultNoNormalMaterial);
- bs_delete(mPointLightMat);
- bs_delete(mDirLightMat);
- RendererUtility::shutDown();
- assert(mSamplerOverrides.empty());
- }
- void RenderBeast::_notifyRenderableAdded(RenderableCore* renderable)
- {
- UINT32 renderableId = (UINT32)mRenderables.size();
- renderable->setRendererId(renderableId);
- mRenderables.push_back(RenderableData());
- mRenderableShaderData.push_back(RenderableShaderData());
- mWorldBounds.push_back(renderable->getBounds());
- RenderableData& renderableData = mRenderables.back();
- renderableData.renderable = renderable;
- RenderableShaderData& shaderData = mRenderableShaderData.back();
- shaderData.worldTransform = renderable->getTransform();
- shaderData.invWorldTransform = shaderData.worldTransform.inverseAffine();
- shaderData.worldNoScaleTransform = renderable->getTransformNoScale();
- shaderData.invWorldNoScaleTransform = shaderData.worldNoScaleTransform.inverseAffine();
- shaderData.worldDeterminantSign = shaderData.worldTransform.determinant3x3() >= 0.0f ? 1.0f : -1.0f;
- if (renderable->getRenderableType() == RenType_LitTextured)
- renderableData.controller = mStaticHandler;
- else
- renderableData.controller = nullptr;
- SPtr<MeshCore> mesh = renderable->getMesh();
- if (mesh != nullptr)
- {
- const MeshProperties& meshProps = mesh->getProperties();
- SPtr<VertexDeclarationCore> vertexDecl = mesh->getVertexData()->vertexDeclaration;
- for (UINT32 i = 0; i < meshProps.getNumSubMeshes(); i++)
- {
- renderableData.elements.push_back(BeastRenderableElement());
- BeastRenderableElement& renElement = renderableData.elements.back();
- renElement.mesh = mesh;
- renElement.subMesh = meshProps.getSubMesh(i);
- renElement.renderableId = renderableId;
- renElement.material = renderable->getMaterial(i);
- if (renElement.material == nullptr)
- renElement.material = renderable->getMaterial(0);
- // Validate mesh <-> shader vertex bindings
- if (renElement.material != nullptr)
- {
- UINT32 numPasses = renElement.material->getNumPasses();
- for (UINT32 j = 0; j < numPasses; j++)
- {
- SPtr<PassCore> pass = renElement.material->getPass(j);
- if (!vertexDecl->isCompatible(pass->getVertexProgram()->getInputDeclaration()))
- {
- renElement.material = nullptr;
- LOGWRN("Provided mesh is missing required vertex attributes to render with the provided shader.");
- // TODO - Print mesh & shader names, as well as the exact attributes that are missing
- break;
- }
- }
- }
- if (renElement.material == nullptr)
- {
- SPtr<VertexData> vertexData = mesh->getVertexData();
- const VertexDeclarationProperties& vertexProps = vertexData->vertexDeclaration->getProperties();
- if (vertexProps.findElementBySemantic(VES_NORMAL))
- renElement.material = mDefaultMaterial->getMaterial();
- else
- renElement.material = mDefaultNoNormalMaterial->getMaterial();
- }
- auto iterFind = mSamplerOverrides.find(renElement.material);
- if (iterFind != mSamplerOverrides.end())
- {
- renElement.samplerOverrides = iterFind->second;
- iterFind->second->refCount++;
- }
- else
- {
- MaterialSamplerOverrides* samplerOverrides = SamplerOverrideUtility::generateSamplerOverrides(renElement.material, mCoreOptions);
- mSamplerOverrides[renElement.material] = samplerOverrides;
- renElement.samplerOverrides = samplerOverrides;
- samplerOverrides->refCount++;
- }
- if (renderableData.controller != nullptr)
- renderableData.controller->initializeRenderElem(renElement);
- }
- }
- }
- void RenderBeast::_notifyRenderableRemoved(RenderableCore* renderable)
- {
- UINT32 renderableId = renderable->getRendererId();
- RenderableCore* lastRenerable = mRenderables.back().renderable;
- UINT32 lastRenderableId = lastRenerable->getRendererId();
- Vector<BeastRenderableElement>& elements = mRenderables[renderableId].elements;
- for (auto& element : elements)
- {
- auto iterFind = mSamplerOverrides.find(element.material);
- assert(iterFind != mSamplerOverrides.end());
- MaterialSamplerOverrides* samplerOverrides = iterFind->second;
- samplerOverrides->refCount--;
- if (samplerOverrides->refCount == 0)
- {
- SamplerOverrideUtility::destroySamplerOverrides(samplerOverrides);
- mSamplerOverrides.erase(iterFind);
- }
- element.samplerOverrides = nullptr;
- }
- if (renderableId != lastRenderableId)
- {
- // Swap current last element with the one we want to erase
- std::swap(mRenderables[renderableId], mRenderables[lastRenderableId]);
- std::swap(mWorldBounds[renderableId], mWorldBounds[lastRenderableId]);
- std::swap(mRenderableShaderData[renderableId], mRenderableShaderData[lastRenderableId]);
- lastRenerable->setRendererId(renderableId);
- Vector<BeastRenderableElement>& lastRenderableElements = mRenderables[renderableId].elements;
- for (auto& element : elements)
- element.renderableId = renderableId;
- }
- // Last element is the one we want to erase
- mRenderables.erase(mRenderables.end() - 1);
- mWorldBounds.erase(mWorldBounds.end() - 1);
- mRenderableShaderData.erase(mRenderableShaderData.end() - 1);
- }
- void RenderBeast::_notifyRenderableUpdated(RenderableCore* renderable)
- {
- UINT32 renderableId = renderable->getRendererId();
- RenderableShaderData& shaderData = mRenderableShaderData[renderableId];
- shaderData.worldTransform = renderable->getTransform();
- shaderData.invWorldTransform = shaderData.worldTransform.inverseAffine();
- shaderData.worldNoScaleTransform = renderable->getTransformNoScale();
- shaderData.invWorldNoScaleTransform = shaderData.worldNoScaleTransform.inverseAffine();
- shaderData.worldDeterminantSign = shaderData.worldTransform.determinant3x3() >= 0.0f ? 1.0f : -1.0f;
- mWorldBounds[renderableId] = renderable->getBounds();
- }
- void RenderBeast::_notifyLightAdded(LightCore* light)
- {
- if (light->getType() == LightType::Directional)
- {
- UINT32 lightId = (UINT32)mDirectionalLights.size();
- light->setRendererId(lightId);
- mDirectionalLights.push_back(LightData());
- LightData& lightData = mDirectionalLights.back();
- lightData.internal = light;
- }
- else
- {
- UINT32 lightId = (UINT32)mPointLights.size();
- light->setRendererId(lightId);
- mPointLights.push_back(LightData());
- mLightWorldBounds.push_back(light->getBounds());
- LightData& lightData = mPointLights.back();
- lightData.internal = light;
- }
- }
- void RenderBeast::_notifyLightUpdated(LightCore* light)
- {
- UINT32 lightId = light->getRendererId();
- if (light->getType() != LightType::Directional)
- mLightWorldBounds[lightId] = light->getBounds();
- }
- void RenderBeast::_notifyLightRemoved(LightCore* light)
- {
- UINT32 lightId = light->getRendererId();
- if (light->getType() == LightType::Directional)
- {
- LightCore* lastLight = mDirectionalLights.back().internal;
- UINT32 lastLightId = lastLight->getRendererId();
- if (lightId != lastLightId)
- {
- // Swap current last element with the one we want to erase
- std::swap(mDirectionalLights[lightId], mDirectionalLights[lastLightId]);
- lastLight->setRendererId(lightId);
- }
- // Last element is the one we want to erase
- mDirectionalLights.erase(mDirectionalLights.end() - 1);
- }
- else
- {
- LightCore* lastLight = mPointLights.back().internal;
- UINT32 lastLightId = lastLight->getRendererId();
- if (lightId != lastLightId)
- {
- // Swap current last element with the one we want to erase
- std::swap(mPointLights[lightId], mPointLights[lastLightId]);
- std::swap(mLightWorldBounds[lightId], mLightWorldBounds[lastLightId]);
- lastLight->setRendererId(lightId);
- }
- // Last element is the one we want to erase
- mPointLights.erase(mPointLights.end() - 1);
- mLightWorldBounds.erase(mLightWorldBounds.end() - 1);
- }
- }
- void RenderBeast::_notifyCameraAdded(const CameraCore* camera)
- {
- CameraData& camData = mCameraData[camera];
- camData.opaqueQueue = bs_shared_ptr_new<RenderQueue>(mCoreOptions->stateReductionMode);
- StateReduction transparentStateReduction = mCoreOptions->stateReductionMode;
- if (transparentStateReduction == StateReduction::Material)
- transparentStateReduction = StateReduction::Distance; // Transparent object MUST be sorted by distance
- camData.transparentQueue = bs_shared_ptr_new<RenderQueue>(transparentStateReduction);
- // Register in render target list
- SPtr<RenderTargetCore> renderTarget = camera->getViewport()->getTarget();
- if (renderTarget == nullptr)
- return;
- auto findIter = std::find_if(mRenderTargets.begin(), mRenderTargets.end(),
- [&](const RenderTargetData& x) { return x.target == renderTarget; });
- if (findIter != mRenderTargets.end())
- {
- findIter->cameras.push_back(camera);
- }
- else
- {
- mRenderTargets.push_back(RenderTargetData());
- RenderTargetData& renderTargetData = mRenderTargets.back();
- renderTargetData.target = renderTarget;
- renderTargetData.cameras.push_back(camera);
- }
- // Sort render targets based on priority
- auto cameraComparer = [&](const CameraCore* a, const CameraCore* b) { return a->getPriority() > b->getPriority(); };
- auto renderTargetInfoComparer = [&](const RenderTargetData& a, const RenderTargetData& b)
- { return a.target->getProperties().getPriority() > b.target->getProperties().getPriority(); };
- std::sort(begin(mRenderTargets), end(mRenderTargets), renderTargetInfoComparer);
- for (auto& camerasPerTarget : mRenderTargets)
- {
- Vector<const CameraCore*>& cameras = camerasPerTarget.cameras;
- std::sort(begin(cameras), end(cameras), cameraComparer);
- }
- }
- void RenderBeast::_notifyCameraRemoved(const CameraCore* camera)
- {
- mCameraData.erase(camera);
- // Remove from render target list
- for (auto iterTarget = mRenderTargets.begin(); iterTarget != mRenderTargets.end(); ++iterTarget)
- {
- RenderTargetData& target = *iterTarget;
- for (auto iterCam = target.cameras.begin(); iterCam != target.cameras.end(); ++iterCam)
- {
- if (camera == *iterCam)
- {
- target.cameras.erase(iterCam);
- break;
- }
- }
- if (target.cameras.empty())
- {
- mRenderTargets.erase(iterTarget);
- break;
- }
- }
- }
- void RenderBeast::setOptions(const SPtr<CoreRendererOptions>& options)
- {
- mOptions = std::static_pointer_cast<RenderBeastOptions>(options);
- mOptionsDirty = true;
- }
- SPtr<CoreRendererOptions> RenderBeast::getOptions() const
- {
- return mOptions;
- }
- void RenderBeast::renderAll()
- {
- // Sync all dirty sim thread CoreObject data to core thread
- CoreObjectManager::instance().syncToCore(gCoreAccessor());
- if (mOptionsDirty)
- {
- gCoreAccessor().queueCommand(std::bind(&RenderBeast::syncRenderOptions, this, *mOptions));
- mOptionsDirty = false;
- }
- gCoreAccessor().queueCommand(std::bind(&RenderBeast::renderAllCore, this, gTime().getTime()));
- }
- void RenderBeast::syncRenderOptions(const RenderBeastOptions& options)
- {
- bool filteringChanged = mCoreOptions->filtering != options.filtering;
- if (options.filtering == RenderBeastFiltering::Anisotropic)
- filteringChanged |= mCoreOptions->anisotropyMax != options.anisotropyMax;
- if (filteringChanged)
- refreshSamplerOverrides(true);
- *mCoreOptions = options;
- for (auto& cameraData : mCameraData)
- {
- cameraData.second.opaqueQueue->setStateReduction(mCoreOptions->stateReductionMode);
- StateReduction transparentStateReduction = mCoreOptions->stateReductionMode;
- if (transparentStateReduction == StateReduction::Material)
- transparentStateReduction = StateReduction::Distance; // Transparent object MUST be sorted by distance
- cameraData.second.transparentQueue->setStateReduction(transparentStateReduction);
- }
- }
- void RenderBeast::renderAllCore(float time)
- {
- THROW_IF_NOT_CORE_THREAD;
- // Note: I'm iterating over all sampler states every frame. If this ends up being a performance
- // issue consider handling this internally in MaterialCore which can only do it when sampler states
- // are actually modified after sync
- refreshSamplerOverrides();
- // Update global per-frame hardware buffers
- mStaticHandler->updatePerFrameBuffers(time);
- // Generate render queues per camera
- for (auto& cameraData : mCameraData)
- {
- const CameraCore* camera = cameraData.first;
- determineVisible(*camera);
- }
- // Render everything, target by target
- for (auto& renderTargetData : mRenderTargets)
- {
- SPtr<RenderTargetCore> target = renderTargetData.target;
- Vector<const CameraCore*>& cameras = renderTargetData.cameras;
- RenderAPICore::instance().beginFrame();
- UINT32 numCameras = (UINT32)cameras.size();
- for (UINT32 i = 0; i < numCameras; i++)
- render(renderTargetData, i);
- // BEGIN OLD STUFF
- //RenderAPICore::instance().setRenderTarget(target);
- //for(auto& camera : cameras)
- //{
- // SPtr<ViewportCore> viewport = camera->getViewport();
- // RenderAPICore::instance().setViewport(viewport->getNormArea());
- // UINT32 clearBuffers = 0;
- // if(viewport->getRequiresColorClear())
- // clearBuffers |= FBT_COLOR;
- // if(viewport->getRequiresDepthClear())
- // clearBuffers |= FBT_DEPTH;
- // if(viewport->getRequiresStencilClear())
- // clearBuffers |= FBT_STENCIL;
- // if(clearBuffers != 0)
- // RenderAPICore::instance().clearViewport(clearBuffers, viewport->getClearColor(), viewport->getClearDepthValue(), viewport->getClearStencilValue());
- // renderOLD(*camera);
- //}
- // END OLD STUFF
- RenderAPICore::instance().endFrame();
- RenderAPICore::instance().swapBuffers(target);
- }
- }
- void RenderBeast::render(RenderTargetData& rtData, UINT32 camIdx)
- {
- const CameraCore* camera = rtData.cameras[camIdx];
- CameraData& camData = mCameraData[camera];
- SPtr<ViewportCore> viewport = camera->getViewport();
- CameraShaderData cameraShaderData = getCameraShaderData(*camera);
- mStaticHandler->updatePerCameraBuffers(cameraShaderData);
- // Render scene objects to g-buffer if there are any
- const Vector<RenderQueueElement>& opaqueElements = camData.opaqueQueue->getSortedElements();
- bool hasGBuffer = opaqueElements.size() > 0;
- if (hasGBuffer)
- {
- bool createGBuffer = camData.gbuffer == nullptr ||
- camData.gbuffer->getHDR() != mCoreOptions->hdr ||
- camData.gbuffer->getNumSamples() != mCoreOptions->msaa;
- if (createGBuffer)
- camData.gbuffer = RenderTargets::create(*viewport, mCoreOptions->hdr, mCoreOptions->msaa);
- camData.gbuffer->bind();
- UINT32 clearBuffers = 0;
- if (viewport->getRequiresColorClear())
- clearBuffers |= FBT_COLOR;
- if (viewport->getRequiresDepthClear())
- clearBuffers |= FBT_DEPTH;
- if (viewport->getRequiresStencilClear())
- clearBuffers |= FBT_STENCIL;
- if (clearBuffers != 0)
- RenderAPICore::instance().clearViewport(clearBuffers, viewport->getClearColor(), viewport->getClearDepthValue(), viewport->getClearStencilValue());
- for (auto iter = opaqueElements.begin(); iter != opaqueElements.end(); ++iter)
- {
- BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
- SPtr<MaterialCore> material = renderElem->material;
- UINT32 rendererId = renderElem->renderableId;
- Matrix4 worldViewProjMatrix = cameraShaderData.viewProj * mRenderableShaderData[rendererId].worldTransform;
- mStaticHandler->updatePerObjectBuffers(*renderElem, mRenderableShaderData[rendererId], worldViewProjMatrix);
- mStaticHandler->bindGlobalBuffers(*renderElem); // Note: If I can keep global buffer slot indexes the same between shaders I could only bind these once
- mStaticHandler->bindPerObjectBuffers(*renderElem);
- if (iter->applyPass)
- {
- SPtr<PassCore> pass = material->getPass(iter->passIdx);
- setPass(pass);
- }
- SPtr<PassParametersCore> passParams = material->getPassParameters(iter->passIdx);
- if (renderElem->samplerOverrides != nullptr)
- setPassParams(passParams, &renderElem->samplerOverrides->passes[iter->passIdx]);
- else
- setPassParams(passParams, nullptr);
- gRendererUtility().draw(iter->renderElem->mesh, iter->renderElem->subMesh);
- }
- camData.gbuffer->unbind();
- }
- else
- camData.gbuffer = nullptr;
- // Prepare final render target
- SPtr<RenderTargetCore> target = rtData.target;
- // If first camera in render target, prepare the render target
- if (camIdx == 0)
- {
- RenderAPICore::instance().setRenderTarget(target);
- RenderAPICore::instance().setViewport(viewport->getNormArea());
- UINT32 clearBuffers = 0;
- if (viewport->getRequiresColorClear())
- clearBuffers |= FBT_COLOR;
- if (viewport->getRequiresDepthClear())
- clearBuffers |= FBT_DEPTH;
- if (viewport->getRequiresStencilClear())
- clearBuffers |= FBT_STENCIL;
- if (clearBuffers != 0)
- RenderAPICore::instance().clearViewport(clearBuffers, viewport->getClearColor(), viewport->getClearDepthValue(), viewport->getClearStencilValue());
- }
- // Trigger pre-scene callbacks
- auto iterCameraCallbacks = mRenderCallbacks.find(camera);
- if (iterCameraCallbacks != mRenderCallbacks.end())
- {
- for (auto& callbackPair : iterCameraCallbacks->second)
- {
- if (callbackPair.first >= 0)
- break;
- callbackPair.second();
- }
- }
- // Render lights and resolve gbuffer if there is one
- if (hasGBuffer)
- {
- // TODO - Need to handle a case when GBuffer has MSAA but scene target has not
- SPtr<MaterialCore> dirMaterial = mDirLightMat->getMaterial();
- SPtr<PassCore> dirPass = dirMaterial->getPass(0);
- setPass(dirPass);
- mDirLightMat->setGBuffer(camData.gbuffer);
- for (auto& light : mDirectionalLights)
- {
- if (!light.internal->getIsActive())
- continue;
- mDirLightMat->setParameters(light.internal);
- gRendererUtility().drawScreenQuad(*viewport);
- }
- SPtr<MaterialCore> pointMaterial = mPointLightMat->getMaterial();
- SPtr<PassCore> pointPass = pointMaterial->getPass(0);
- setPass(pointPass);
- mPointLightMat->setGBuffer(camData.gbuffer);
- // TODO - Cull lights based on visibility, right now I just iterate over all of them.
- for (auto& light : mPointLights)
- {
- if (!light.internal->getIsActive())
- continue;
- mPointLightMat->setParameters(light.internal);
- SPtr<MeshCore> mesh = light.internal->getMesh();
- gRendererUtility().draw(mesh, mesh->getProperties().getSubMesh(0));
- }
- // TODO - Resolve to render target if it was MSAA (Later: Manual resolve during deferred light pass?)
- }
- // Render transparent objects (TODO - No lighting yet)
- const Vector<RenderQueueElement>& transparentElements = camData.transparentQueue->getSortedElements();
- for (auto iter = transparentElements.begin(); iter != transparentElements.end(); ++iter)
- {
- BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
- SPtr<MaterialCore> material = renderElem->material;
- UINT32 rendererId = renderElem->renderableId;
- Matrix4 worldViewProjMatrix = cameraShaderData.viewProj * mRenderableShaderData[rendererId].worldTransform;
- mStaticHandler->updatePerObjectBuffers(*renderElem, mRenderableShaderData[rendererId], worldViewProjMatrix);
- mStaticHandler->bindGlobalBuffers(*renderElem); // Note: If I can keep global buffer slot indexes the same between shaders I could only bind these once
- mStaticHandler->bindPerObjectBuffers(*renderElem);
- if (iter->applyPass)
- {
- SPtr<PassCore> pass = material->getPass(iter->passIdx);
- setPass(pass);
- }
- SPtr<PassParametersCore> passParams = material->getPassParameters(iter->passIdx);
- if (renderElem->samplerOverrides != nullptr)
- setPassParams(passParams, &renderElem->samplerOverrides->passes[iter->passIdx]);
- else
- setPassParams(passParams, nullptr);
- gRendererUtility().draw(iter->renderElem->mesh, iter->renderElem->subMesh);
- }
- camData.opaqueQueue->clear();
- camData.transparentQueue->clear();
- // Render post-scene callbacks
- if (iterCameraCallbacks != mRenderCallbacks.end())
- {
- for (auto& callbackPair : iterCameraCallbacks->second)
- {
- if (callbackPair.first < 0)
- continue;
- callbackPair.second();
- }
- }
- }
- void RenderBeast::renderOLD(const CameraCore& camera)
- {
- THROW_IF_NOT_CORE_THREAD;
- RenderAPICore& rs = RenderAPICore::instance();
- CameraData& cameraData = mCameraData[&camera];
- CameraShaderData cameraShaderData = getCameraShaderData(camera);
- // Trigger pre-render callbacks
- auto iterCameraCallbacks = mRenderCallbacks.find(&camera);
- if (iterCameraCallbacks != mRenderCallbacks.end())
- {
- for (auto& callbackPair : iterCameraCallbacks->second)
- {
- if (callbackPair.first >= 0)
- break;
- callbackPair.second();
- }
- }
- // Render opaque
- //// Update global per-frame hardware buffers
- mStaticHandler->updatePerCameraBuffers(cameraShaderData);
- // TODO - This bit can be removed once I fully switch to deferred
- const Vector<RenderQueueElement>& opaqueElements = cameraData.opaqueQueue->getSortedElements();
- for(auto iter = opaqueElements.begin(); iter != opaqueElements.end(); ++iter)
- {
- BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
- SPtr<MaterialCore> material = renderElem->material;
- UINT32 rendererId = renderElem->renderableId;
- Matrix4 worldViewProjMatrix = cameraShaderData.viewProj * mRenderableShaderData[rendererId].worldTransform;
- mStaticHandler->updatePerObjectBuffers(*renderElem, mRenderableShaderData[rendererId], worldViewProjMatrix);
- mStaticHandler->bindGlobalBuffers(*renderElem); // Note: If I can keep global buffer slot indexes the same between shaders I could only bind these once
- mStaticHandler->bindPerObjectBuffers(*renderElem);
- if (iter->applyPass)
- {
- SPtr<PassCore> pass = material->getPass(iter->passIdx);
- setPass(pass);
- }
- {
- SPtr<PassParametersCore> passParams = material->getPassParameters(iter->passIdx);
- if (renderElem->samplerOverrides != nullptr)
- setPassParams(passParams, &renderElem->samplerOverrides->passes[iter->passIdx]);
- else
- setPassParams(passParams, nullptr);
- }
- gRendererUtility().draw(iter->renderElem->mesh, iter->renderElem->subMesh);
- }
- // Render transparent
- const Vector<RenderQueueElement>& transparentElements = cameraData.transparentQueue->getSortedElements();
- for (auto iter = transparentElements.begin(); iter != transparentElements.end(); ++iter)
- {
- BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
- SPtr<MaterialCore> material = renderElem->material;
- UINT32 rendererId = renderElem->renderableId;
- Matrix4 worldViewProjMatrix = cameraShaderData.viewProj * mRenderableShaderData[rendererId].worldTransform;
- mStaticHandler->updatePerObjectBuffers(*renderElem, mRenderableShaderData[rendererId], worldViewProjMatrix);
- mStaticHandler->bindGlobalBuffers(*renderElem); // Note: If I can keep global buffer slot indexes the same between shaders I could only bind these once
- mStaticHandler->bindPerObjectBuffers(*renderElem);
- if (iter->applyPass)
- {
- SPtr<PassCore> pass = material->getPass(iter->passIdx);
- setPass(pass);
- }
- SPtr<PassParametersCore> passParams = material->getPassParameters(iter->passIdx);
- if (renderElem->samplerOverrides != nullptr)
- setPassParams(passParams, &renderElem->samplerOverrides->passes[iter->passIdx]);
- else
- setPassParams(passParams, nullptr);
- gRendererUtility().draw(iter->renderElem->mesh, iter->renderElem->subMesh);
- }
- cameraData.opaqueQueue->clear();
- cameraData.transparentQueue->clear();
- // Trigger post-render callbacks
- if (iterCameraCallbacks != mRenderCallbacks.end())
- {
- for (auto& callbackPair : iterCameraCallbacks->second)
- {
- if (callbackPair.first < 0)
- continue;
- callbackPair.second();
- }
- }
- }
- void RenderBeast::determineVisible(const CameraCore& camera)
- {
- CameraData& cameraData = mCameraData[&camera];
- UINT64 cameraLayers = camera.getLayers();
- ConvexVolume worldFrustum = camera.getWorldFrustum();
- // Update per-object param buffers and queue render elements
- for (auto& renderableData : mRenderables)
- {
- RenderableCore* renderable = renderableData.renderable;
- RenderableHandler* controller = renderableData.controller;
- UINT32 renderableType = renderable->getRenderableType();
- UINT32 rendererId = renderable->getRendererId();
- if ((renderable->getLayer() & cameraLayers) == 0)
- continue;
- // Do frustum culling
- // TODO - This is bound to be a bottleneck at some point. When it is ensure that intersect
- // methods use vector operations, as it is trivial to update them.
- const Sphere& boundingSphere = mWorldBounds[rendererId].getSphere();
- if (worldFrustum.intersects(boundingSphere))
- {
- // More precise with the box
- const AABox& boundingBox = mWorldBounds[rendererId].getBox();
- if (worldFrustum.intersects(boundingBox))
- {
- float distanceToCamera = (camera.getPosition() - boundingBox.getCenter()).length();
- for (auto& renderElem : renderableData.elements)
- {
- bool isTransparent = (renderElem.material->getShader()->getFlags() & (UINT32)ShaderFlags::Transparent) != 0;
- if (isTransparent)
- cameraData.transparentQueue->add(&renderElem, distanceToCamera);
- else
- cameraData.opaqueQueue->add(&renderElem, distanceToCamera);
- }
- }
- }
- }
- cameraData.opaqueQueue->sort();
- cameraData.transparentQueue->sort();
- }
- Vector2 RenderBeast::getDeviceZTransform(const Matrix4& projMatrix)
- {
- Vector2 output;
- output.x = 1.0f / projMatrix[2][2];
- output.y = projMatrix[2][3] / projMatrix[2][2];
- return output;
- }
- CameraShaderData RenderBeast::getCameraShaderData(const CameraCore& camera)
- {
- CameraShaderData data;
- data.proj = camera.getProjectionMatrixRS();
- data.view = camera.getViewMatrix();
- data.viewProj = data.proj * data.view;
- data.invProj = data.proj.inverse();
- data.viewDir = camera.getForward();
- data.viewOrigin = camera.getPosition();
- data.deviceZToWorldZ = getDeviceZTransform(data.proj);
- SPtr<ViewportCore> viewport = camera.getViewport();
- SPtr<RenderTargetCore> rt = viewport->getTarget();
- float halfWidth = viewport->getWidth() / 2.0f;
- float halfHeight = viewport->getHeight() / 2.0f;
- float rtWidth = (float)rt->getProperties().getWidth();
- float rtHeight = (float)rt->getProperties().getHeight();
- RenderAPICore& rapi = RenderAPICore::instance();
- data.clipToUVScaleOffset.x = (halfWidth / 2.0f) / rtWidth;
- data.clipToUVScaleOffset.y = (halfHeight / 2.0f) / rtHeight;
- data.clipToUVScaleOffset.z = (viewport->getX() + halfWidth + rapi.getHorizontalTexelOffset()) / rtWidth;
- data.clipToUVScaleOffset.w = (viewport->getY() + halfHeight + rapi.getHorizontalTexelOffset()) / rtHeight;
- return data;
- }
- void RenderBeast::refreshSamplerOverrides(bool force)
- {
- for (auto& entry : mSamplerOverrides)
- {
- SPtr<MaterialCore> material = entry.first;
- if (force)
- {
- SamplerOverrideUtility::destroySamplerOverrides(entry.second);
- entry.second = SamplerOverrideUtility::generateSamplerOverrides(material, mCoreOptions);
- }
- else
- {
- MaterialSamplerOverrides* materialOverrides = entry.second;
- UINT32 numPasses = material->getNumPasses();
- assert(numPasses == materialOverrides->numPasses);
- for (UINT32 i = 0; i < numPasses; i++)
- {
- SPtr<PassParametersCore> passParams = material->getPassParameters(i);
- PassSamplerOverrides& passOverrides = materialOverrides->passes[i];
- for (UINT32 j = 0; j < PassParametersCore::NUM_PARAMS; j++)
- {
- StageSamplerOverrides& stageOverrides = passOverrides.stages[j];
- SPtr<GpuParamsCore> params = passParams->getParamByIdx(j);
- if (params == nullptr)
- continue;
- const GpuParamDesc& paramDesc = params->getParamDesc();
- for (auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
- {
- UINT32 slot = iter->second.slot;
- SPtr<SamplerStateCore> samplerState = params->getSamplerState(slot);
- assert(stageOverrides.numStates > slot);
- if (samplerState != stageOverrides.stateOverrides[slot])
- {
- if (samplerState != nullptr)
- stageOverrides.stateOverrides[slot] = SamplerOverrideUtility::generateSamplerOverride(samplerState, mCoreOptions);
- else
- stageOverrides.stateOverrides[slot] = SamplerOverrideUtility::generateSamplerOverride(SamplerStateCore::getDefault(), mCoreOptions);;
- }
- }
- }
- }
- }
- }
- }
- void RenderBeast::setPass(const SPtr<PassCore>& pass)
- {
- THROW_IF_NOT_CORE_THREAD;
- RenderAPICore& rs = RenderAPICore::instance();
- struct StageData
- {
- GpuProgramType type;
- bool enable;
- SPtr<GpuProgramCore> program;
- };
- const UINT32 numStages = 6;
- StageData stages[numStages] =
- {
- { GPT_VERTEX_PROGRAM, pass->hasVertexProgram(), pass->getVertexProgram() },
- { GPT_FRAGMENT_PROGRAM, pass->hasFragmentProgram(), pass->getFragmentProgram() },
- { GPT_GEOMETRY_PROGRAM, pass->hasGeometryProgram(), pass->getGeometryProgram() },
- { GPT_HULL_PROGRAM, pass->hasHullProgram(), pass->getHullProgram() },
- { GPT_DOMAIN_PROGRAM, pass->hasDomainProgram(), pass->getDomainProgram() },
- { GPT_COMPUTE_PROGRAM, pass->hasComputeProgram(), pass->getComputeProgram() }
- };
- for (UINT32 i = 0; i < numStages; i++)
- {
- const StageData& stage = stages[i];
- if (stage.enable)
- rs.bindGpuProgram(stage.program);
- else
- rs.unbindGpuProgram(stage.type);
- }
- // Set up non-texture related pass settings
- if (pass->getBlendState() != nullptr)
- rs.setBlendState(pass->getBlendState());
- else
- rs.setBlendState(BlendStateCore::getDefault());
- if (pass->getDepthStencilState() != nullptr)
- rs.setDepthStencilState(pass->getDepthStencilState(), pass->getStencilRefValue());
- else
- rs.setDepthStencilState(DepthStencilStateCore::getDefault(), pass->getStencilRefValue());
- if (pass->getRasterizerState() != nullptr)
- rs.setRasterizerState(pass->getRasterizerState());
- else
- rs.setRasterizerState(RasterizerStateCore::getDefault());
- }
- void RenderBeast::setPassParams(const SPtr<PassParametersCore>& passParams, const PassSamplerOverrides* samplerOverrides)
- {
- THROW_IF_NOT_CORE_THREAD;
- RenderAPICore& rs = RenderAPICore::instance();
- struct StageData
- {
- GpuProgramType type;
- SPtr<GpuParamsCore> params;
- };
- const UINT32 numStages = 6;
- StageData stages[numStages] =
- {
- { GPT_VERTEX_PROGRAM, passParams->mVertParams },
- { GPT_FRAGMENT_PROGRAM, passParams->mFragParams },
- { GPT_GEOMETRY_PROGRAM, passParams->mGeomParams },
- { GPT_HULL_PROGRAM, passParams->mHullParams },
- { GPT_DOMAIN_PROGRAM, passParams->mDomainParams },
- { GPT_COMPUTE_PROGRAM, passParams->mComputeParams }
- };
- for (UINT32 i = 0; i < numStages; i++)
- {
- const StageData& stage = stages[i];
- SPtr<GpuParamsCore> params = stage.params;
- if (params == nullptr)
- continue;
- const GpuParamDesc& paramDesc = params->getParamDesc();
- for (auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
- {
- SPtr<SamplerStateCore> samplerState;
- if (samplerOverrides != nullptr)
- samplerState = samplerOverrides->stages[i].stateOverrides[iter->second.slot];
- else
- samplerState = params->getSamplerState(iter->second.slot);
- if (samplerState == nullptr)
- rs.setSamplerState(stage.type, iter->second.slot, SamplerStateCore::getDefault());
- else
- rs.setSamplerState(stage.type, iter->second.slot, samplerState);
- }
- for (auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
- {
- SPtr<TextureCore> texture = params->getTexture(iter->second.slot);
- if (!params->isLoadStoreTexture(iter->second.slot))
- {
- if (texture == nullptr)
- rs.setTexture(stage.type, iter->second.slot, false, nullptr);
- else
- rs.setTexture(stage.type, iter->second.slot, true, texture);
- }
- else
- {
- const TextureSurface& surface = params->getLoadStoreSurface(iter->second.slot);
- if (texture == nullptr)
- rs.setLoadStoreTexture(stage.type, iter->second.slot, false, nullptr, surface);
- else
- rs.setLoadStoreTexture(stage.type, iter->second.slot, true, texture, surface);
- }
- }
- rs.setConstantBuffers(stage.type, params);
- }
- }
- }
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