BsRenderBeast.cpp 23 KB

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  1. #include "BsRenderBeast.h"
  2. #include "BsCCamera.h"
  3. #include "BsSceneObject.h"
  4. #include "BsSceneManager.h"
  5. #include "BsCRenderable.h"
  6. #include "BsMaterial.h"
  7. #include "BsMesh.h"
  8. #include "BsPass.h"
  9. #include "BsBlendState.h"
  10. #include "BsRasterizerState.h"
  11. #include "BsDepthStencilState.h"
  12. #include "BsSamplerState.h"
  13. #include "BsCoreApplication.h"
  14. #include "BsViewport.h"
  15. #include "BsRenderTarget.h"
  16. #include "BsRenderQueue.h"
  17. #include "BsGUIManager.h"
  18. #include "BsCoreThread.h"
  19. #include "BsGpuParams.h"
  20. #include "BsProfilerCPU.h"
  21. #include "BsShader.h"
  22. #include "BsTechnique.h"
  23. #include "BsHardwareBufferManager.h"
  24. #include "BsGpuParamBlockBuffer.h"
  25. #include "BsShader.h"
  26. #include "BsLitTexRenderableController.h"
  27. #include "BsTime.h"
  28. #include "BsRenderableElement.h"
  29. #include "BsFrameAlloc.h"
  30. #include "BsCoreObjectManager.h"
  31. #include "BsRenderBeastOptions.h"
  32. #include "BsSamplerOverrides.h"
  33. #include "BsLight.h"
  34. #include "BsRenderTexturePool.h"
  35. using namespace std::placeholders;
  36. namespace BansheeEngine
  37. {
  38. RenderBeast::RenderBeast()
  39. :mOptions(bs_shared_ptr_new<RenderBeastOptions>()), mOptionsDirty(true)
  40. {
  41. }
  42. const StringID& RenderBeast::getName() const
  43. {
  44. static StringID name = "RenderBeast";
  45. return name;
  46. }
  47. void RenderBeast::_onActivated()
  48. {
  49. CoreRenderer::_onActivated();
  50. gCoreAccessor().queueCommand(std::bind(&RenderBeast::initializeCore, this));
  51. }
  52. void RenderBeast::_onDeactivated()
  53. {
  54. CoreRenderer::_onDeactivated();
  55. gCoreAccessor().queueCommand(std::bind(&RenderBeast::destroyCore, this));
  56. gCoreAccessor().submitToCoreThread(true);
  57. }
  58. void RenderBeast::initializeCore()
  59. {
  60. mCoreOptions = bs_shared_ptr_new<RenderBeastOptions>();
  61. mLitTexHandler = bs_new<LitTexRenderableController>();
  62. RenderTexturePool::startUp();
  63. SPtr<ShaderCore> shader = createDefaultShader();
  64. mDummyMaterial = MaterialCore::create(shader);
  65. }
  66. void RenderBeast::destroyCore()
  67. {
  68. if (mLitTexHandler != nullptr)
  69. bs_delete(mLitTexHandler);
  70. mRenderTargets.clear();
  71. mCameraData.clear();
  72. mRenderables.clear();
  73. RenderTexturePool::shutDown();
  74. assert(mSamplerOverrides.empty());
  75. mDummyMaterial = nullptr;
  76. }
  77. void RenderBeast::_notifyRenderableAdded(RenderableCore* renderable)
  78. {
  79. UINT32 renderableId = (UINT32)mRenderables.size();
  80. renderable->setRendererId(renderableId);
  81. mRenderables.push_back(RenderableData());
  82. mWorldTransforms.push_back(renderable->getTransform());
  83. mWorldBounds.push_back(renderable->getBounds());
  84. RenderableData& renderableData = mRenderables.back();
  85. renderableData.renderable = renderable;
  86. if (renderable->getRenderableType() == RenType_LitTextured)
  87. renderableData.controller = mLitTexHandler;
  88. else
  89. renderableData.controller = nullptr;
  90. SPtr<MeshCore> mesh = renderable->getMesh();
  91. if (mesh != nullptr)
  92. {
  93. const MeshProperties& meshProps = mesh->getProperties();
  94. for (UINT32 i = 0; i < meshProps.getNumSubMeshes(); i++)
  95. {
  96. renderableData.elements.push_back(BeastRenderableElement());
  97. BeastRenderableElement& renElement = renderableData.elements.back();
  98. renElement.mesh = mesh;
  99. renElement.subMesh = meshProps.getSubMesh(i);
  100. renElement.renderableId = renderableId;
  101. renElement.material = renderable->getMaterial(i);
  102. if (renElement.material == nullptr)
  103. renElement.material = renderable->getMaterial(0);
  104. if (renElement.material == nullptr)
  105. renElement.material = mDummyMaterial;
  106. auto iterFind = mSamplerOverrides.find(renElement.material);
  107. if (iterFind != mSamplerOverrides.end())
  108. {
  109. renElement.samplerOverrides = iterFind->second;
  110. iterFind->second->refCount++;
  111. }
  112. else
  113. {
  114. MaterialSamplerOverrides* samplerOverrides = SamplerOverrideUtility::generateSamplerOverrides(renElement.material, mCoreOptions);
  115. mSamplerOverrides[renElement.material] = samplerOverrides;
  116. renElement.samplerOverrides = samplerOverrides;
  117. samplerOverrides->refCount++;
  118. }
  119. if (renderableData.controller != nullptr)
  120. renderableData.controller->initializeRenderElem(renElement);
  121. }
  122. }
  123. }
  124. void RenderBeast::_notifyRenderableRemoved(RenderableCore* renderable)
  125. {
  126. UINT32 renderableId = renderable->getRendererId();
  127. RenderableCore* lastRenerable = mRenderables.back().renderable;
  128. UINT32 lastRenderableId = lastRenerable->getRendererId();
  129. Vector<BeastRenderableElement>& elements = mRenderables[renderableId].elements;
  130. for (auto& element : elements)
  131. {
  132. auto iterFind = mSamplerOverrides.find(element.material);
  133. assert(iterFind != mSamplerOverrides.end());
  134. MaterialSamplerOverrides* samplerOverrides = iterFind->second;
  135. samplerOverrides->refCount--;
  136. if (samplerOverrides->refCount == 0)
  137. {
  138. SamplerOverrideUtility::destroySamplerOverrides(samplerOverrides);
  139. mSamplerOverrides.erase(iterFind);
  140. }
  141. element.samplerOverrides = nullptr;
  142. }
  143. if (renderableId != lastRenderableId)
  144. {
  145. // Swap current last element with the one we want to erase
  146. std::swap(mRenderables[renderableId], mRenderables[lastRenderableId]);
  147. std::swap(mWorldBounds[renderableId], mWorldBounds[lastRenderableId]);
  148. std::swap(mWorldTransforms[renderableId], mWorldTransforms[lastRenderableId]);
  149. lastRenerable->setRendererId(renderableId);
  150. Vector<BeastRenderableElement>& lastRenderableElements = mRenderables[renderableId].elements;
  151. for (auto& element : elements)
  152. element.renderableId = renderableId;
  153. }
  154. // Last element is the one we want to erase
  155. mRenderables.erase(mRenderables.end() - 1);
  156. mWorldBounds.erase(mWorldBounds.end() - 1);
  157. mWorldTransforms.erase(mWorldTransforms.end() - 1);
  158. }
  159. void RenderBeast::_notifyRenderableUpdated(RenderableCore* renderable)
  160. {
  161. UINT32 renderableId = renderable->getRendererId();
  162. mWorldTransforms[renderableId] = renderable->getTransform();
  163. mWorldBounds[renderableId] = renderable->getBounds();
  164. }
  165. void RenderBeast::_notifyLightAdded(LightCore* light)
  166. {
  167. UINT32 lightId = (UINT32)mLights.size();
  168. light->setRendererId(lightId);
  169. mLights.push_back(LightData());
  170. mLightWorldBounds.push_back(light->getBounds());
  171. LightData& lightData = mLights.back();
  172. lightData.internal = light;
  173. }
  174. void RenderBeast::_notifyLightUpdated(LightCore* light)
  175. {
  176. UINT32 lightId = light->getRendererId();
  177. mLightWorldBounds[lightId] = light->getBounds();
  178. }
  179. void RenderBeast::_notifyLightRemoved(LightCore* light)
  180. {
  181. UINT32 lightId = light->getRendererId();
  182. LightCore* lastLight = mLights.back().internal;
  183. UINT32 lastLightId = lastLight->getRendererId();
  184. if (lightId != lastLightId)
  185. {
  186. // Swap current last element with the one we want to erase
  187. std::swap(mLights[lightId], mLights[lastLightId]);
  188. std::swap(mLightWorldBounds[lightId], mLightWorldBounds[lastLightId]);
  189. lastLight->setRendererId(lightId);
  190. }
  191. // Last element is the one we want to erase
  192. mLights.erase(mLights.end() - 1);
  193. mLightWorldBounds.erase(mLightWorldBounds.end() - 1);
  194. }
  195. void RenderBeast::_notifyCameraAdded(const CameraCore* camera)
  196. {
  197. CameraData& camData = mCameraData[camera];
  198. camData.renderQueue = bs_shared_ptr_new<RenderQueue>();
  199. }
  200. void RenderBeast::_notifyCameraRemoved(const CameraCore* camera)
  201. {
  202. mCameraData.erase(camera);
  203. }
  204. void RenderBeast::setOptions(const SPtr<CoreRendererOptions>& options)
  205. {
  206. mOptions = std::static_pointer_cast<RenderBeastOptions>(options);
  207. mOptionsDirty = true;
  208. }
  209. SPtr<CoreRendererOptions> RenderBeast::getOptions() const
  210. {
  211. return mOptions;
  212. }
  213. void RenderBeast::renderAll()
  214. {
  215. // Sync all dirty sim thread CoreObject data to core thread
  216. CoreObjectManager::instance().syncToCore(gCoreAccessor());
  217. if (mOptionsDirty)
  218. {
  219. gCoreAccessor().queueCommand(std::bind(&RenderBeast::syncRenderOptions, this, *mOptions));
  220. mOptionsDirty = false;
  221. }
  222. gCoreAccessor().queueCommand(std::bind(&RenderBeast::renderAllCore, this, gTime().getTime()));
  223. }
  224. void RenderBeast::syncRenderOptions(const RenderBeastOptions& options)
  225. {
  226. bool filteringChanged = mCoreOptions->filtering != options.filtering;
  227. if (options.filtering == RenderBeastFiltering::Anisotropic)
  228. filteringChanged |= mCoreOptions->anisotropyMax != options.anisotropyMax;
  229. if (filteringChanged)
  230. refreshSamplerOverrides(true);
  231. *mCoreOptions = options;
  232. }
  233. void RenderBeast::renderAllCore(float time)
  234. {
  235. THROW_IF_NOT_CORE_THREAD;
  236. // Note: I'm iterating over all sampler states every frame. If this ends up being a performance
  237. // issue consider handling this internally in MaterialCore which can only do it when sampler states
  238. // are actually modified after sync
  239. refreshSamplerOverrides();
  240. // Update global per-frame hardware buffers
  241. mLitTexHandler->updatePerFrameBuffers(time);
  242. // Sort cameras by render target
  243. for (auto& cameraData : mCameraData)
  244. {
  245. const CameraCore* camera = cameraData.first;
  246. SPtr<RenderTargetCore> renderTarget = camera->getViewport()->getTarget();
  247. if (renderTarget == nullptr)
  248. continue;
  249. auto findIter = std::find_if(mRenderTargets.begin(), mRenderTargets.end(), [&](const RenderTargetData& x) { return x.target == renderTarget; });
  250. if (findIter != mRenderTargets.end())
  251. {
  252. findIter->cameras.push_back(camera);
  253. }
  254. else
  255. {
  256. mRenderTargets.push_back(RenderTargetData());
  257. RenderTargetData& renderTargetData = mRenderTargets.back();
  258. renderTargetData.target = renderTarget;
  259. renderTargetData.cameras.push_back(camera);
  260. }
  261. }
  262. // Sort everything based on priority
  263. auto cameraComparer = [&](const CameraCore* a, const CameraCore* b) { return a->getPriority() > b->getPriority(); };
  264. auto renderTargetInfoComparer = [&](const RenderTargetData& a, const RenderTargetData& b)
  265. { return a.target->getProperties().getPriority() > b.target->getProperties().getPriority(); };
  266. std::sort(begin(mRenderTargets), end(mRenderTargets), renderTargetInfoComparer);
  267. for (auto& camerasPerTarget : mRenderTargets)
  268. {
  269. Vector<const CameraCore*>& cameras = camerasPerTarget.cameras;
  270. std::sort(begin(cameras), end(cameras), cameraComparer);
  271. }
  272. // Render everything, target by target
  273. for (auto& renderTargetData : mRenderTargets)
  274. {
  275. SPtr<RenderTargetCore> target = renderTargetData.target;
  276. Vector<const CameraCore*>& cameras = renderTargetData.cameras;
  277. RenderAPICore::instance().beginFrame();
  278. RenderAPICore::instance().setRenderTarget(target);
  279. for(auto& camera : cameras)
  280. {
  281. SPtr<ViewportCore> viewport = camera->getViewport();
  282. RenderAPICore::instance().setViewport(viewport->getNormArea());
  283. UINT32 clearBuffers = 0;
  284. if(viewport->getRequiresColorClear())
  285. clearBuffers |= FBT_COLOR;
  286. if(viewport->getRequiresDepthClear())
  287. clearBuffers |= FBT_DEPTH;
  288. if(viewport->getRequiresStencilClear())
  289. clearBuffers |= FBT_STENCIL;
  290. if(clearBuffers != 0)
  291. RenderAPICore::instance().clearViewport(clearBuffers, viewport->getClearColor(), viewport->getClearDepthValue(), viewport->getClearStencilValue());
  292. render(*camera, mCameraData[camera].renderQueue);
  293. }
  294. RenderAPICore::instance().endFrame();
  295. RenderAPICore::instance().swapBuffers(target);
  296. }
  297. mRenderTargets.clear();
  298. }
  299. void RenderBeast::render(const CameraCore& camera, RenderQueuePtr& renderQueue)
  300. {
  301. THROW_IF_NOT_CORE_THREAD;
  302. RenderAPICore& rs = RenderAPICore::instance();
  303. // Update global per-frame hardware buffers
  304. mLitTexHandler->updatePerCameraBuffers(camera.getForward());
  305. Matrix4 projMatrixCstm = camera.getProjectionMatrixRS();
  306. Matrix4 viewMatrixCstm = camera.getViewMatrix();
  307. Matrix4 viewProjMatrix = projMatrixCstm * viewMatrixCstm;
  308. // Trigger pre-render callbacks
  309. auto iterCameraCallbacks = mRenderCallbacks.find(&camera);
  310. if (iterCameraCallbacks != mRenderCallbacks.end())
  311. {
  312. for (auto& callbackPair : iterCameraCallbacks->second)
  313. {
  314. if (callbackPair.first >= 0)
  315. break;
  316. callbackPair.second();
  317. }
  318. }
  319. UINT64 cameraLayers = camera.getLayers();
  320. ConvexVolume worldFrustum = camera.getWorldFrustum();
  321. // Update per-object param buffers and queue render elements
  322. for (auto& renderableData : mRenderables)
  323. {
  324. RenderableCore* renderable = renderableData.renderable;
  325. RenderableController* controller = renderableData.controller;
  326. UINT32 renderableType = renderable->getRenderableType();
  327. UINT32 rendererId = renderable->getRendererId();
  328. if ((renderable->getLayer() & cameraLayers) == 0)
  329. continue;
  330. // Do frustum culling
  331. // TODO - This is bound to be a bottleneck at some point. When it is ensure that intersect
  332. // methods use vector operations, as it is trivial to update them.
  333. const Sphere& boundingSphere = mWorldBounds[rendererId].getSphere();
  334. if (worldFrustum.intersects(boundingSphere))
  335. {
  336. // More precise with the box
  337. const AABox& boundingBox = mWorldBounds[rendererId].getBox();
  338. if (worldFrustum.intersects(boundingBox))
  339. {
  340. float distanceToCamera = (camera.getPosition() - boundingBox.getCenter()).length();
  341. for (auto& renderElem : renderableData.elements)
  342. renderQueue->add(&renderElem, distanceToCamera);
  343. }
  344. }
  345. }
  346. renderQueue->sort();
  347. const Vector<RenderQueueElement>& sortedRenderElements = renderQueue->getSortedElements();
  348. for(auto iter = sortedRenderElements.begin(); iter != sortedRenderElements.end(); ++iter)
  349. {
  350. SPtr<MaterialCore> material = iter->material;
  351. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  352. if (renderElem != nullptr)
  353. {
  354. UINT32 rendererId = renderElem->renderableId;
  355. const RenderableData& renderableData = mRenderables[rendererId];
  356. RenderableCore* renderable = renderableData.renderable;
  357. RenderableController* controller = renderableData.controller;
  358. UINT32 renderableType = renderable->getRenderableType();
  359. if (controller != nullptr)
  360. controller->bindPerObjectBuffers(*renderElem);
  361. if (renderableType == RenType_LitTextured)
  362. {
  363. Matrix4 worldViewProjMatrix = viewProjMatrix * mWorldTransforms[rendererId];
  364. mLitTexHandler->updatePerObjectBuffers(*renderElem, worldViewProjMatrix);
  365. }
  366. UINT32 numPasses = renderElem->material->getNumPasses();
  367. for (UINT32 i = 0; i < numPasses; i++)
  368. {
  369. SPtr<PassParametersCore> passParams = renderElem->material->getPassParameters(i);
  370. for (UINT32 j = 0; j < PassParametersCore::NUM_PARAMS; j++)
  371. {
  372. SPtr<GpuParamsCore> params = passParams->getParamByIdx(j);
  373. if (params != nullptr)
  374. params->updateHardwareBuffers();
  375. }
  376. }
  377. if (renderElem != nullptr && renderElem->samplerOverrides != nullptr)
  378. setPass(material, iter->passIdx, &renderElem->samplerOverrides->passes[iter->passIdx]);
  379. else
  380. setPass(material, iter->passIdx, nullptr);
  381. }
  382. else
  383. setPass(material, iter->passIdx, nullptr);
  384. draw(iter->mesh, iter->subMesh);
  385. }
  386. renderQueue->clear();
  387. // Trigger post-render callbacks
  388. if (iterCameraCallbacks != mRenderCallbacks.end())
  389. {
  390. for (auto& callbackPair : iterCameraCallbacks->second)
  391. {
  392. if (callbackPair.first < 0)
  393. continue;
  394. callbackPair.second();
  395. }
  396. }
  397. }
  398. void RenderBeast::refreshSamplerOverrides(bool force)
  399. {
  400. for (auto& entry : mSamplerOverrides)
  401. {
  402. SPtr<MaterialCore> material = entry.first;
  403. if (force)
  404. {
  405. SamplerOverrideUtility::destroySamplerOverrides(entry.second);
  406. entry.second = SamplerOverrideUtility::generateSamplerOverrides(material, mCoreOptions);
  407. }
  408. else
  409. {
  410. MaterialSamplerOverrides* materialOverrides = entry.second;
  411. UINT32 numPasses = material->getNumPasses();
  412. assert(numPasses == materialOverrides->numPasses);
  413. for (UINT32 i = 0; i < numPasses; i++)
  414. {
  415. SPtr<PassParametersCore> passParams = material->getPassParameters(i);
  416. PassSamplerOverrides& passOverrides = materialOverrides->passes[i];
  417. for (UINT32 j = 0; j < PassParametersCore::NUM_PARAMS; j++)
  418. {
  419. StageSamplerOverrides& stageOverrides = passOverrides.stages[j];
  420. SPtr<GpuParamsCore> params = passParams->getParamByIdx(j);
  421. if (params == nullptr)
  422. continue;
  423. const GpuParamDesc& paramDesc = params->getParamDesc();
  424. for (auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  425. {
  426. UINT32 slot = iter->second.slot;
  427. SPtr<SamplerStateCore> samplerState = params->getSamplerState(slot);
  428. assert(stageOverrides.numStates > slot);
  429. if (samplerState != stageOverrides.stateOverrides[slot])
  430. {
  431. if (samplerState != nullptr)
  432. stageOverrides.stateOverrides[slot] = SamplerOverrideUtility::generateSamplerOverride(samplerState, mCoreOptions);
  433. else
  434. stageOverrides.stateOverrides[slot] = SamplerOverrideUtility::generateSamplerOverride(SamplerStateCore::getDefault(), mCoreOptions);;
  435. }
  436. }
  437. }
  438. }
  439. }
  440. }
  441. }
  442. void RenderBeast::setPass(const SPtr<MaterialCore>& material, UINT32 passIdx, PassSamplerOverrides* samplerOverrides)
  443. {
  444. THROW_IF_NOT_CORE_THREAD;
  445. RenderAPICore& rs = RenderAPICore::instance();
  446. SPtr<PassCore> pass = material->getPass(passIdx);
  447. SPtr<PassParametersCore> passParams = material->getPassParameters(passIdx);
  448. struct StageData
  449. {
  450. GpuProgramType type;
  451. bool enable;
  452. SPtr<GpuParamsCore> params;
  453. SPtr<GpuProgramCore> program;
  454. };
  455. const UINT32 numStages = 6;
  456. StageData stages[numStages] =
  457. {
  458. {
  459. GPT_VERTEX_PROGRAM, pass->hasVertexProgram(),
  460. passParams->mVertParams, pass->getVertexProgram()
  461. },
  462. {
  463. GPT_FRAGMENT_PROGRAM, pass->hasFragmentProgram(),
  464. passParams->mFragParams, pass->getFragmentProgram()
  465. },
  466. {
  467. GPT_GEOMETRY_PROGRAM, pass->hasGeometryProgram(),
  468. passParams->mGeomParams, pass->getGeometryProgram()
  469. },
  470. {
  471. GPT_HULL_PROGRAM, pass->hasHullProgram(),
  472. passParams->mHullParams, pass->getHullProgram()
  473. },
  474. {
  475. GPT_DOMAIN_PROGRAM, pass->hasDomainProgram(),
  476. passParams->mDomainParams, pass->getDomainProgram()
  477. },
  478. {
  479. GPT_COMPUTE_PROGRAM, pass->hasComputeProgram(),
  480. passParams->mComputeParams, pass->getComputeProgram()
  481. }
  482. };
  483. for (UINT32 i = 0; i < numStages; i++)
  484. {
  485. const StageData& stage = stages[i];
  486. if (stage.enable)
  487. {
  488. rs.bindGpuProgram(stage.program);
  489. SPtr<GpuParamsCore> params = stage.params;
  490. const GpuParamDesc& paramDesc = params->getParamDesc();
  491. for (auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  492. {
  493. SPtr<SamplerStateCore> samplerState;
  494. if (samplerOverrides != nullptr)
  495. samplerState = samplerOverrides->stages[i].stateOverrides[iter->second.slot];
  496. else
  497. samplerState = params->getSamplerState(iter->second.slot);
  498. if (samplerState == nullptr)
  499. rs.setSamplerState(stage.type, iter->second.slot, SamplerStateCore::getDefault());
  500. else
  501. rs.setSamplerState(stage.type, iter->second.slot, samplerState);
  502. }
  503. for (auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
  504. {
  505. SPtr<TextureCore> texture = params->getTexture(iter->second.slot);
  506. if (!params->isLoadStoreTexture(iter->second.slot))
  507. {
  508. if (texture == nullptr)
  509. rs.setTexture(stage.type, iter->second.slot, false, nullptr);
  510. else
  511. rs.setTexture(stage.type, iter->second.slot, true, texture);
  512. }
  513. else
  514. {
  515. const TextureSurface& surface = params->getLoadStoreSurface(iter->second.slot);
  516. if (texture == nullptr)
  517. rs.setLoadStoreTexture(stage.type, iter->second.slot, false, nullptr, surface);
  518. else
  519. rs.setLoadStoreTexture(stage.type, iter->second.slot, true, texture, surface);
  520. }
  521. }
  522. rs.setConstantBuffers(stage.type, params);
  523. }
  524. else
  525. rs.unbindGpuProgram(stage.type);
  526. }
  527. // TODO - Try to limit amount of state changes, if previous state is already the same
  528. // Set up non-texture related pass settings
  529. if (pass->getBlendState() != nullptr)
  530. rs.setBlendState(pass->getBlendState());
  531. else
  532. rs.setBlendState(BlendStateCore::getDefault());
  533. if (pass->getDepthStencilState() != nullptr)
  534. rs.setDepthStencilState(pass->getDepthStencilState(), pass->getStencilRefValue());
  535. else
  536. rs.setDepthStencilState(DepthStencilStateCore::getDefault(), pass->getStencilRefValue());
  537. if (pass->getRasterizerState() != nullptr)
  538. rs.setRasterizerState(pass->getRasterizerState());
  539. else
  540. rs.setRasterizerState(RasterizerStateCore::getDefault());
  541. }
  542. SPtr<ShaderCore> RenderBeast::createDefaultShader()
  543. {
  544. StringID rsName = RenderAPICore::instance().getName();
  545. SPtr<GpuProgramCore> vsProgram;
  546. SPtr<GpuProgramCore> psProgram;
  547. if (rsName == RenderAPIDX11)
  548. {
  549. String vsCode = R"(
  550. cbuffer PerObject
  551. {
  552. float4x4 matWorldViewProj;
  553. }
  554. void vs_main(
  555. in float3 inPos : POSITION,
  556. out float4 oPosition : SV_Position)
  557. {
  558. oPosition = mul(matWorldViewProj, float4(inPos.xyz, 1));
  559. })";
  560. String psCode = R"(
  561. float4 ps_main() : SV_Target
  562. {
  563. return float4(0.3f, 0.9f, 0.3f, 1.0f);
  564. })";
  565. vsProgram = GpuProgramCore::create(vsCode, "vs_main", "hlsl", GPT_VERTEX_PROGRAM, GPP_VS_4_0);
  566. psProgram = GpuProgramCore::create(psCode, "ps_main", "hlsl", GPT_FRAGMENT_PROGRAM, GPP_FS_4_0);
  567. }
  568. else if (rsName == RenderAPIDX9)
  569. {
  570. String vsCode = R"(
  571. BS_PARAM_BLOCK PerObject { matWorldViewProj }
  572. float4x4 matWorldViewProj;
  573. void vs_main(
  574. in float3 inPos : POSITION,
  575. out float4 oPosition : POSITION)
  576. {
  577. oPosition = mul(matWorldViewProj, float4(inPos.xyz, 1));
  578. })";
  579. String psCode = R"(
  580. float4 ps_main() : COLOR0
  581. {
  582. return float4(0.3f, 0.9f, 0.3f, 1.0f);
  583. })";
  584. vsProgram = GpuProgramCore::create(vsCode, "vs_main", "hlsl9", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
  585. psProgram = GpuProgramCore::create(psCode, "ps_main", "hlsl9", GPT_FRAGMENT_PROGRAM, GPP_FS_2_0);
  586. }
  587. else if (rsName == RenderAPIOpenGL)
  588. {
  589. String vsCode = R"(
  590. uniform PerObject
  591. {
  592. mat4 matWorldViewProj;
  593. };
  594. in vec3 bs_position;
  595. out gl_PerVertex
  596. {
  597. vec4 gl_Position;
  598. };
  599. void main()
  600. {
  601. gl_Position = matWorldViewProj * vec4(bs_position.xyz, 1);
  602. })";
  603. String psCode = R"(
  604. out vec4 fragColor;
  605. void main()
  606. {
  607. fragColor = vec4(0.3f, 0.9f, 0.3f, 1.0f);
  608. })";
  609. vsProgram = GpuProgramCore::create(vsCode, "main", "glsl", GPT_VERTEX_PROGRAM, GPP_VS_4_0);
  610. psProgram = GpuProgramCore::create(psCode, "main", "glsl", GPT_FRAGMENT_PROGRAM, GPP_FS_4_0);
  611. }
  612. PASS_DESC_CORE passDesc;
  613. passDesc.vertexProgram = vsProgram;
  614. passDesc.fragmentProgram = psProgram;
  615. SPtr<PassCore> newPass = PassCore::create(passDesc);
  616. SPtr<TechniqueCore> newTechnique = TechniqueCore::create(rsName, RendererDefault, { newPass });
  617. SHADER_DESC_CORE shaderDesc;
  618. shaderDesc.setParamBlockAttribs("PerObject", true, GPBU_DYNAMIC, RBS_PerObject);
  619. shaderDesc.addParameter("matWorldViewProj", "matWorldViewProj", GPDT_MATRIX_4X4, RPS_WorldViewProjTfrm);
  620. SPtr<ShaderCore> defaultShader = ShaderCore::create("DummyShader", shaderDesc, { newTechnique });
  621. return defaultShader;
  622. }
  623. }