BsRenderBeast.cpp 46 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "BsRenderBeast.h"
  4. #include "BsCCamera.h"
  5. #include "BsCRenderable.h"
  6. #include "BsMaterial.h"
  7. #include "BsMesh.h"
  8. #include "BsPass.h"
  9. #include "BsSamplerState.h"
  10. #include "BsCoreApplication.h"
  11. #include "BsViewport.h"
  12. #include "BsRenderTarget.h"
  13. #include "BsRenderQueue.h"
  14. #include "BsCoreThread.h"
  15. #include "BsGpuParams.h"
  16. #include "BsProfilerCPU.h"
  17. #include "BsProfilerGPU.h"
  18. #include "BsShader.h"
  19. #include "BsGpuParamBlockBuffer.h"
  20. #include "BsTime.h"
  21. #include "BsRenderableElement.h"
  22. #include "BsCoreObjectManager.h"
  23. #include "BsRenderBeastOptions.h"
  24. #include "BsSamplerOverrides.h"
  25. #include "BsLight.h"
  26. #include "BsGpuResourcePool.h"
  27. #include "BsRenderTargets.h"
  28. #include "BsRendererUtility.h"
  29. #include "BsAnimationManager.h"
  30. #include "BsSkeleton.h"
  31. #include "BsGpuBuffer.h"
  32. #include "BsGpuParamsSet.h"
  33. #include "BsRendererExtension.h"
  34. #include "BsReflectionCubemapCache.h"
  35. #include "BsReflectionProbe.h"
  36. #include "BsReflectionProbes.h"
  37. #include "BsMeshData.h"
  38. #include "BsLightGrid.h"
  39. using namespace std::placeholders;
  40. namespace bs { namespace ct
  41. {
  42. RenderBeast::RenderBeast()
  43. : mDefaultMaterial(nullptr), mTiledDeferredLightingMats(), mFlatFramebufferToTextureMat(nullptr)
  44. , mSkyboxMat(nullptr), mSkyboxSolidColorMat(nullptr), mGPULightData(nullptr), mLightGrid(nullptr)
  45. , mObjectRenderer(nullptr), mOptions(bs_shared_ptr_new<RenderBeastOptions>()), mOptionsDirty(true)
  46. { }
  47. const StringID& RenderBeast::getName() const
  48. {
  49. static StringID name = "RenderBeast";
  50. return name;
  51. }
  52. void RenderBeast::initialize()
  53. {
  54. Renderer::initialize();
  55. gCoreThread().queueCommand(std::bind(&RenderBeast::initializeCore, this), CTQF_InternalQueue);
  56. }
  57. void RenderBeast::destroy()
  58. {
  59. Renderer::destroy();
  60. gCoreThread().queueCommand(std::bind(&RenderBeast::destroyCore, this));
  61. gCoreThread().submit(true);
  62. }
  63. void RenderBeast::initializeCore()
  64. {
  65. RendererUtility::startUp();
  66. mCoreOptions = bs_shared_ptr_new<RenderBeastOptions>();
  67. mObjectRenderer = bs_new<ObjectRenderer>();
  68. mDefaultMaterial = bs_new<DefaultMaterial>();
  69. mSkyboxMat = bs_new<SkyboxMat<false>>();
  70. mSkyboxSolidColorMat = bs_new<SkyboxMat<true>>();
  71. mFlatFramebufferToTextureMat = bs_new<FlatFramebufferToTextureMat>();
  72. mTiledDeferredLightingMats[0] = bs_new<TTiledDeferredLightingMat<1>>();
  73. mTiledDeferredLightingMats[1] = bs_new<TTiledDeferredLightingMat<2>>();
  74. mTiledDeferredLightingMats[2] = bs_new<TTiledDeferredLightingMat<4>>();
  75. mTiledDeferredLightingMats[3] = bs_new<TTiledDeferredLightingMat<8>>();
  76. mGPULightData = bs_new<GPULightData>();
  77. mLightGrid = bs_new<LightGrid>();
  78. GpuResourcePool::startUp();
  79. PostProcessing::startUp();
  80. }
  81. void RenderBeast::destroyCore()
  82. {
  83. if (mObjectRenderer != nullptr)
  84. bs_delete(mObjectRenderer);
  85. for (auto& entry : mRenderables)
  86. bs_delete(entry);
  87. for (auto& entry : mCameras)
  88. bs_delete(entry.second);
  89. mRenderTargets.clear();
  90. mCameras.clear();
  91. mRenderables.clear();
  92. mRenderableVisibility.clear();
  93. mCubemapArrayTex = nullptr;
  94. PostProcessing::shutDown();
  95. GpuResourcePool::shutDown();
  96. bs_delete(mDefaultMaterial);
  97. bs_delete(mSkyboxMat);
  98. bs_delete(mSkyboxSolidColorMat);
  99. bs_delete(mGPULightData);
  100. bs_delete(mLightGrid);
  101. bs_delete(mFlatFramebufferToTextureMat);
  102. UINT32 numDeferredMats = sizeof(mTiledDeferredLightingMats) / sizeof(mTiledDeferredLightingMats[0]);
  103. for (UINT32 i = 0; i < numDeferredMats; i++)
  104. bs_delete(mTiledDeferredLightingMats[i]);
  105. RendererUtility::shutDown();
  106. assert(mSamplerOverrides.empty());
  107. }
  108. void RenderBeast::notifyRenderableAdded(Renderable* renderable)
  109. {
  110. UINT32 renderableId = (UINT32)mRenderables.size();
  111. renderable->setRendererId(renderableId);
  112. mRenderables.push_back(bs_new<RendererObject>());
  113. mRenderableCullInfos.push_back(CullInfo(renderable->getBounds(), renderable->getLayer()));
  114. mRenderableVisibility.push_back(false);
  115. RendererObject* rendererObject = mRenderables.back();
  116. rendererObject->renderable = renderable;
  117. rendererObject->updatePerObjectBuffer();
  118. SPtr<Mesh> mesh = renderable->getMesh();
  119. if (mesh != nullptr)
  120. {
  121. const MeshProperties& meshProps = mesh->getProperties();
  122. SPtr<VertexDeclaration> vertexDecl = mesh->getVertexData()->vertexDeclaration;
  123. for (UINT32 i = 0; i < meshProps.getNumSubMeshes(); i++)
  124. {
  125. rendererObject->elements.push_back(BeastRenderableElement());
  126. BeastRenderableElement& renElement = rendererObject->elements.back();
  127. renElement.mesh = mesh;
  128. renElement.subMesh = meshProps.getSubMesh(i);
  129. renElement.renderableId = renderableId;
  130. renElement.animType = renderable->getAnimType();
  131. renElement.animationId = renderable->getAnimationId();
  132. renElement.morphShapeVersion = 0;
  133. renElement.morphShapeBuffer = renderable->getMorphShapeBuffer();
  134. renElement.boneMatrixBuffer = renderable->getBoneMatrixBuffer();
  135. renElement.morphVertexDeclaration = renderable->getMorphVertexDeclaration();
  136. renElement.material = renderable->getMaterial(i);
  137. if (renElement.material == nullptr)
  138. renElement.material = renderable->getMaterial(0);
  139. if (renElement.material != nullptr && renElement.material->getShader() == nullptr)
  140. renElement.material = nullptr;
  141. // If no material use the default material
  142. if (renElement.material == nullptr)
  143. renElement.material = mDefaultMaterial->getMaterial();
  144. // Determine which technique to use
  145. static StringID techniqueIDLookup[4] = { StringID::NONE, RTag_Skinned, RTag_Morph, RTag_SkinnedMorph };
  146. static_assert((UINT32)RenderableAnimType::Count == 4, "RenderableAnimType is expected to have four sequential entries.");
  147. UINT32 techniqueIdx = -1;
  148. RenderableAnimType animType = renderable->getAnimType();
  149. if(animType != RenderableAnimType::None)
  150. techniqueIdx = renElement.material->findTechnique(techniqueIDLookup[(int)animType]);
  151. if (techniqueIdx == (UINT32)-1)
  152. techniqueIdx = renElement.material->getDefaultTechnique();
  153. renElement.techniqueIdx = techniqueIdx;
  154. // Validate mesh <-> shader vertex bindings
  155. if (renElement.material != nullptr)
  156. {
  157. UINT32 numPasses = renElement.material->getNumPasses(techniqueIdx);
  158. for (UINT32 j = 0; j < numPasses; j++)
  159. {
  160. SPtr<Pass> pass = renElement.material->getPass(j, techniqueIdx);
  161. SPtr<VertexDeclaration> shaderDecl = pass->getVertexProgram()->getInputDeclaration();
  162. if (!vertexDecl->isCompatible(shaderDecl))
  163. {
  164. Vector<VertexElement> missingElements = vertexDecl->getMissingElements(shaderDecl);
  165. // If using morph shapes ignore POSITION1 and NORMAL1 missing since we assign them from within the renderer
  166. if(animType == RenderableAnimType::Morph || animType == RenderableAnimType::SkinnedMorph)
  167. {
  168. auto removeIter = std::remove_if(missingElements.begin(), missingElements.end(), [](const VertexElement& x)
  169. {
  170. return (x.getSemantic() == VES_POSITION && x.getSemanticIdx() == 1) ||
  171. (x.getSemantic() == VES_NORMAL && x.getSemanticIdx() == 1);
  172. });
  173. missingElements.erase(removeIter, missingElements.end());
  174. }
  175. if (!missingElements.empty())
  176. {
  177. StringStream wrnStream;
  178. wrnStream << "Provided mesh is missing required vertex attributes to render with the provided shader. Missing elements: " << std::endl;
  179. for (auto& entry : missingElements)
  180. wrnStream << "\t" << toString(entry.getSemantic()) << entry.getSemanticIdx() << std::endl;
  181. LOGWRN(wrnStream.str());
  182. break;
  183. }
  184. }
  185. }
  186. }
  187. // Generate or assigned renderer specific data for the material
  188. renElement.params = renElement.material->createParamsSet(techniqueIdx);
  189. renElement.material->updateParamsSet(renElement.params, true);
  190. // Generate or assign sampler state overrides
  191. SamplerOverrideKey samplerKey(renElement.material, techniqueIdx);
  192. auto iterFind = mSamplerOverrides.find(samplerKey);
  193. if (iterFind != mSamplerOverrides.end())
  194. {
  195. renElement.samplerOverrides = iterFind->second;
  196. iterFind->second->refCount++;
  197. }
  198. else
  199. {
  200. SPtr<Shader> shader = renElement.material->getShader();
  201. MaterialSamplerOverrides* samplerOverrides = SamplerOverrideUtility::generateSamplerOverrides(shader,
  202. renElement.material->_getInternalParams(), renElement.params, mCoreOptions);
  203. mSamplerOverrides[samplerKey] = samplerOverrides;
  204. renElement.samplerOverrides = samplerOverrides;
  205. samplerOverrides->refCount++;
  206. }
  207. mObjectRenderer->initElement(*rendererObject, renElement);
  208. }
  209. }
  210. }
  211. void RenderBeast::notifyRenderableRemoved(Renderable* renderable)
  212. {
  213. UINT32 renderableId = renderable->getRendererId();
  214. Renderable* lastRenerable = mRenderables.back()->renderable;
  215. UINT32 lastRenderableId = lastRenerable->getRendererId();
  216. RendererObject* rendererObject = mRenderables[renderableId];
  217. Vector<BeastRenderableElement>& elements = rendererObject->elements;
  218. for (auto& element : elements)
  219. {
  220. SamplerOverrideKey samplerKey(element.material, element.techniqueIdx);
  221. auto iterFind = mSamplerOverrides.find(samplerKey);
  222. assert(iterFind != mSamplerOverrides.end());
  223. MaterialSamplerOverrides* samplerOverrides = iterFind->second;
  224. samplerOverrides->refCount--;
  225. if (samplerOverrides->refCount == 0)
  226. {
  227. SamplerOverrideUtility::destroySamplerOverrides(samplerOverrides);
  228. mSamplerOverrides.erase(iterFind);
  229. }
  230. element.samplerOverrides = nullptr;
  231. }
  232. if (renderableId != lastRenderableId)
  233. {
  234. // Swap current last element with the one we want to erase
  235. std::swap(mRenderables[renderableId], mRenderables[lastRenderableId]);
  236. std::swap(mRenderableCullInfos[renderableId], mRenderableCullInfos[lastRenderableId]);
  237. lastRenerable->setRendererId(renderableId);
  238. for (auto& element : elements)
  239. element.renderableId = renderableId;
  240. }
  241. // Last element is the one we want to erase
  242. mRenderables.erase(mRenderables.end() - 1);
  243. mRenderableCullInfos.erase(mRenderableCullInfos.end() - 1);
  244. mRenderableVisibility.erase(mRenderableVisibility.end() - 1);
  245. bs_delete(rendererObject);
  246. }
  247. void RenderBeast::notifyRenderableUpdated(Renderable* renderable)
  248. {
  249. UINT32 renderableId = renderable->getRendererId();
  250. mRenderables[renderableId]->updatePerObjectBuffer();
  251. mRenderableCullInfos[renderableId].bounds = renderable->getBounds();
  252. }
  253. void RenderBeast::notifyLightAdded(Light* light)
  254. {
  255. if (light->getType() == LightType::Directional)
  256. {
  257. UINT32 lightId = (UINT32)mDirectionalLights.size();
  258. light->setRendererId(lightId);
  259. mDirectionalLights.push_back(RendererLight(light));
  260. }
  261. else
  262. {
  263. if (light->getType() == LightType::Point)
  264. {
  265. UINT32 lightId = (UINT32)mRadialLights.size();
  266. light->setRendererId(lightId);
  267. mRadialLights.push_back(RendererLight(light));
  268. mPointLightWorldBounds.push_back(light->getBounds());
  269. }
  270. else // Spot
  271. {
  272. UINT32 lightId = (UINT32)mSpotLights.size();
  273. light->setRendererId(lightId);
  274. mSpotLights.push_back(RendererLight(light));
  275. mSpotLightWorldBounds.push_back(light->getBounds());
  276. }
  277. }
  278. }
  279. void RenderBeast::notifyLightUpdated(Light* light)
  280. {
  281. UINT32 lightId = light->getRendererId();
  282. if (light->getType() == LightType::Point)
  283. mPointLightWorldBounds[lightId] = light->getBounds();
  284. else if(light->getType() == LightType::Spot)
  285. mSpotLightWorldBounds[lightId] = light->getBounds();
  286. }
  287. void RenderBeast::notifyLightRemoved(Light* light)
  288. {
  289. UINT32 lightId = light->getRendererId();
  290. if (light->getType() == LightType::Directional)
  291. {
  292. Light* lastLight = mDirectionalLights.back().getInternal();
  293. UINT32 lastLightId = lastLight->getRendererId();
  294. if (lightId != lastLightId)
  295. {
  296. // Swap current last element with the one we want to erase
  297. std::swap(mDirectionalLights[lightId], mDirectionalLights[lastLightId]);
  298. lastLight->setRendererId(lightId);
  299. }
  300. // Last element is the one we want to erase
  301. mDirectionalLights.erase(mDirectionalLights.end() - 1);
  302. }
  303. else
  304. {
  305. if (light->getType() == LightType::Point)
  306. {
  307. Light* lastLight = mRadialLights.back().getInternal();
  308. UINT32 lastLightId = lastLight->getRendererId();
  309. if (lightId != lastLightId)
  310. {
  311. // Swap current last element with the one we want to erase
  312. std::swap(mRadialLights[lightId], mRadialLights[lastLightId]);
  313. std::swap(mPointLightWorldBounds[lightId], mPointLightWorldBounds[lastLightId]);
  314. lastLight->setRendererId(lightId);
  315. }
  316. // Last element is the one we want to erase
  317. mRadialLights.erase(mRadialLights.end() - 1);
  318. mPointLightWorldBounds.erase(mPointLightWorldBounds.end() - 1);
  319. }
  320. else // Spot
  321. {
  322. Light* lastLight = mSpotLights.back().getInternal();
  323. UINT32 lastLightId = lastLight->getRendererId();
  324. if (lightId != lastLightId)
  325. {
  326. // Swap current last element with the one we want to erase
  327. std::swap(mSpotLights[lightId], mSpotLights[lastLightId]);
  328. std::swap(mSpotLightWorldBounds[lightId], mSpotLightWorldBounds[lastLightId]);
  329. lastLight->setRendererId(lightId);
  330. }
  331. // Last element is the one we want to erase
  332. mSpotLights.erase(mSpotLights.end() - 1);
  333. mSpotLightWorldBounds.erase(mSpotLightWorldBounds.end() - 1);
  334. }
  335. }
  336. }
  337. void RenderBeast::notifyCameraAdded(const Camera* camera)
  338. {
  339. RendererCamera* renCamera = updateCameraData(camera);
  340. renCamera->updatePerViewBuffer();
  341. }
  342. void RenderBeast::notifyCameraUpdated(const Camera* camera, UINT32 updateFlag)
  343. {
  344. RendererCamera* rendererCam;
  345. if((updateFlag & (UINT32)CameraDirtyFlag::Everything) != 0)
  346. {
  347. rendererCam = updateCameraData(camera);
  348. }
  349. else if((updateFlag & (UINT32)CameraDirtyFlag::PostProcess) != 0)
  350. {
  351. rendererCam = mCameras[camera];
  352. rendererCam->setPostProcessSettings(camera->getPostProcessSettings());
  353. }
  354. else // Transform
  355. {
  356. rendererCam = mCameras[camera];
  357. rendererCam->setTransform(
  358. camera->getPosition(),
  359. camera->getForward(),
  360. camera->getViewMatrix(),
  361. camera->getProjectionMatrixRS(),
  362. camera->getWorldFrustum());
  363. }
  364. rendererCam->updatePerViewBuffer();
  365. }
  366. void RenderBeast::notifyCameraRemoved(const Camera* camera)
  367. {
  368. updateCameraData(camera, true);
  369. }
  370. void RenderBeast::notifyReflectionProbeAdded(ReflectionProbe* probe)
  371. {
  372. UINT32 probeId = (UINT32)mReflProbes.size();
  373. probe->setRendererId(probeId);
  374. mReflProbes.push_back(ReflProbeInfo());
  375. ReflProbeInfo& probeInfo = mReflProbes.back();
  376. probeInfo.probe = probe;
  377. probeInfo.arrayIdx = -1;
  378. probeInfo.texture = probe->getCustomTexture();
  379. probeInfo.customTexture = probeInfo.texture != nullptr;
  380. probeInfo.textureDirty = ReflectionCubemapCache::instance().isDirty(probe->getUUID());
  381. probeInfo.arrayDirty = true;
  382. probeInfo.errorFlagged = false;
  383. mReflProbeWorldBounds.push_back(probe->getBounds());
  384. // Find a spot in cubemap array
  385. if(probe->getType() != ReflectionProbeType::Plane)
  386. {
  387. UINT32 numArrayEntries = (UINT32)mCubemapArrayUsedSlots.size();
  388. for(UINT32 i = 0; i < numArrayEntries; i++)
  389. {
  390. if(!mCubemapArrayUsedSlots[i])
  391. {
  392. probeInfo.arrayIdx = i;
  393. mCubemapArrayUsedSlots[i] = true;
  394. break;
  395. }
  396. }
  397. // No empty slot was found
  398. if (probeInfo.arrayIdx == -1)
  399. {
  400. probeInfo.arrayIdx = numArrayEntries;
  401. mCubemapArrayUsedSlots.push_back(true);
  402. }
  403. }
  404. }
  405. void RenderBeast::notifyReflectionProbeUpdated(ReflectionProbe* probe)
  406. {
  407. // Should only get called if transform changes, any other major changes and ReflProbeInfo entry gets rebuild
  408. UINT32 probeId = probe->getRendererId();
  409. mReflProbeWorldBounds[probeId] = probe->getBounds();
  410. ReflProbeInfo& probeInfo = mReflProbes[probeId];
  411. probeInfo.arrayDirty = true;
  412. if (!probeInfo.customTexture)
  413. {
  414. ReflectionCubemapCache::instance().notifyDirty(probe->getUUID());
  415. probeInfo.textureDirty = true;
  416. }
  417. }
  418. void RenderBeast::notifyReflectionProbeRemoved(ReflectionProbe* probe)
  419. {
  420. UINT32 probeId = probe->getRendererId();
  421. UINT32 arrayIdx = mReflProbes[probeId].arrayIdx;
  422. ReflectionProbe* lastProbe = mReflProbes.back().probe;
  423. UINT32 lastProbeId = lastProbe->getRendererId();
  424. if (probeId != lastProbeId)
  425. {
  426. // Swap current last element with the one we want to erase
  427. std::swap(mReflProbes[probeId], mReflProbes[lastProbeId]);
  428. std::swap(mReflProbeWorldBounds[probeId], mReflProbeWorldBounds[lastProbeId]);
  429. probe->setRendererId(probeId);
  430. }
  431. // Last element is the one we want to erase
  432. mRadialLights.erase(mRadialLights.end() - 1);
  433. mPointLightWorldBounds.erase(mPointLightWorldBounds.end() - 1);
  434. if (arrayIdx != -1)
  435. mCubemapArrayUsedSlots[arrayIdx] = false;
  436. ReflectionCubemapCache::instance().unloadCachedTexture(probe->getUUID());
  437. }
  438. SPtr<PostProcessSettings> RenderBeast::createPostProcessSettings() const
  439. {
  440. return bs_shared_ptr_new<StandardPostProcessSettings>();
  441. }
  442. RendererCamera* RenderBeast::updateCameraData(const Camera* camera, bool forceRemove)
  443. {
  444. RendererCamera* output;
  445. SPtr<RenderTarget> renderTarget = camera->getViewport()->getTarget();
  446. auto iterFind = mCameras.find(camera);
  447. if(forceRemove)
  448. {
  449. if(iterFind != mCameras.end())
  450. {
  451. bs_delete(iterFind->second);
  452. mCameras.erase(iterFind);
  453. }
  454. renderTarget = nullptr;
  455. output = nullptr;
  456. }
  457. else
  458. {
  459. SPtr<Viewport> viewport = camera->getViewport();
  460. RENDERER_VIEW_DESC viewDesc;
  461. viewDesc.target.clearFlags = 0;
  462. if (viewport->getRequiresColorClear())
  463. viewDesc.target.clearFlags |= FBT_COLOR;
  464. if (viewport->getRequiresDepthClear())
  465. viewDesc.target.clearFlags |= FBT_DEPTH;
  466. if (viewport->getRequiresStencilClear())
  467. viewDesc.target.clearFlags |= FBT_STENCIL;
  468. viewDesc.target.clearColor = viewport->getClearColor();
  469. viewDesc.target.clearDepthValue = viewport->getClearDepthValue();
  470. viewDesc.target.clearStencilValue = viewport->getClearStencilValue();
  471. viewDesc.target.target = viewport->getTarget();
  472. viewDesc.target.nrmViewRect = viewport->getNormArea();
  473. viewDesc.target.viewRect = Rect2I(
  474. viewport->getX(),
  475. viewport->getY(),
  476. (UINT32)viewport->getWidth(),
  477. (UINT32)viewport->getHeight());
  478. if (viewDesc.target.target != nullptr)
  479. {
  480. viewDesc.target.targetWidth = viewDesc.target.target->getProperties().getWidth();
  481. viewDesc.target.targetHeight = viewDesc.target.target->getProperties().getHeight();
  482. }
  483. else
  484. {
  485. viewDesc.target.targetWidth = 0;
  486. viewDesc.target.targetHeight = 0;
  487. }
  488. viewDesc.target.numSamples = camera->getMSAACount();
  489. viewDesc.isOverlay = camera->getFlags().isSet(CameraFlag::Overlay);
  490. viewDesc.isHDR = camera->getFlags().isSet(CameraFlag::HDR);
  491. viewDesc.noLighting = camera->getFlags().isSet(CameraFlag::NoLighting);
  492. viewDesc.triggerCallbacks = true;
  493. viewDesc.runPostProcessing = true;
  494. viewDesc.cullFrustum = camera->getWorldFrustum();
  495. viewDesc.visibleLayers = camera->getLayers();
  496. viewDesc.nearPlane = camera->getNearClipDistance();
  497. viewDesc.farPlane = camera->getFarClipDistance();
  498. viewDesc.flipView = false;
  499. viewDesc.viewOrigin = camera->getPosition();
  500. viewDesc.viewDirection = camera->getForward();
  501. viewDesc.projTransform = camera->getProjectionMatrixRS();
  502. viewDesc.viewTransform = camera->getViewMatrix();
  503. viewDesc.stateReduction = mCoreOptions->stateReductionMode;
  504. viewDesc.skyboxTexture = camera->getSkybox();
  505. viewDesc.sceneCamera = camera;
  506. if (iterFind != mCameras.end())
  507. {
  508. output = iterFind->second;
  509. output->setView(viewDesc);
  510. }
  511. else
  512. {
  513. output = bs_new<RendererCamera>(viewDesc);
  514. mCameras[camera] = output;
  515. }
  516. output->setPostProcessSettings(camera->getPostProcessSettings());
  517. }
  518. // Remove from render target list
  519. int rtChanged = 0; // 0 - No RT, 1 - RT found, 2 - RT changed
  520. for (auto iterTarget = mRenderTargets.begin(); iterTarget != mRenderTargets.end(); ++iterTarget)
  521. {
  522. RendererRenderTarget& target = *iterTarget;
  523. for (auto iterCam = target.cameras.begin(); iterCam != target.cameras.end(); ++iterCam)
  524. {
  525. if (camera == *iterCam)
  526. {
  527. if (renderTarget != target.target)
  528. {
  529. target.cameras.erase(iterCam);
  530. rtChanged = 2;
  531. }
  532. else
  533. rtChanged = 1;
  534. break;
  535. }
  536. }
  537. if (target.cameras.empty())
  538. {
  539. mRenderTargets.erase(iterTarget);
  540. break;
  541. }
  542. }
  543. // Register in render target list
  544. if (renderTarget != nullptr && (rtChanged == 0 || rtChanged == 2))
  545. {
  546. auto findIter = std::find_if(mRenderTargets.begin(), mRenderTargets.end(),
  547. [&](const RendererRenderTarget& x) { return x.target == renderTarget; });
  548. if (findIter != mRenderTargets.end())
  549. {
  550. findIter->cameras.push_back(camera);
  551. }
  552. else
  553. {
  554. mRenderTargets.push_back(RendererRenderTarget());
  555. RendererRenderTarget& renderTargetData = mRenderTargets.back();
  556. renderTargetData.target = renderTarget;
  557. renderTargetData.cameras.push_back(camera);
  558. }
  559. // Sort render targets based on priority
  560. auto cameraComparer = [&](const Camera* a, const Camera* b) { return a->getPriority() > b->getPriority(); };
  561. auto renderTargetInfoComparer = [&](const RendererRenderTarget& a, const RendererRenderTarget& b)
  562. { return a.target->getProperties().getPriority() > b.target->getProperties().getPriority(); };
  563. std::sort(begin(mRenderTargets), end(mRenderTargets), renderTargetInfoComparer);
  564. for (auto& camerasPerTarget : mRenderTargets)
  565. {
  566. Vector<const Camera*>& cameras = camerasPerTarget.cameras;
  567. std::sort(begin(cameras), end(cameras), cameraComparer);
  568. }
  569. }
  570. return output;
  571. }
  572. void RenderBeast::setOptions(const SPtr<RendererOptions>& options)
  573. {
  574. mOptions = std::static_pointer_cast<RenderBeastOptions>(options);
  575. mOptionsDirty = true;
  576. }
  577. SPtr<RendererOptions> RenderBeast::getOptions() const
  578. {
  579. return mOptions;
  580. }
  581. void RenderBeast::syncOptions(const RenderBeastOptions& options)
  582. {
  583. bool filteringChanged = mCoreOptions->filtering != options.filtering;
  584. if (options.filtering == RenderBeastFiltering::Anisotropic)
  585. filteringChanged |= mCoreOptions->anisotropyMax != options.anisotropyMax;
  586. if (filteringChanged)
  587. refreshSamplerOverrides(true);
  588. *mCoreOptions = options;
  589. for (auto& entry : mCameras)
  590. {
  591. RendererCamera* rendererCam = entry.second;
  592. rendererCam->setStateReductionMode(mCoreOptions->stateReductionMode);
  593. }
  594. }
  595. void RenderBeast::renderAll()
  596. {
  597. // Sync all dirty sim thread CoreObject data to core thread
  598. CoreObjectManager::instance().syncToCore();
  599. if (mOptionsDirty)
  600. {
  601. gCoreThread().queueCommand(std::bind(&RenderBeast::syncOptions, this, *mOptions));
  602. mOptionsDirty = false;
  603. }
  604. gCoreThread().queueCommand(std::bind(&RenderBeast::renderAllCore, this, gTime().getTime(), gTime().getFrameDelta()));
  605. }
  606. static SPtr<Texture> dbgSkyTex;
  607. void RenderBeast::renderAllCore(float time, float delta)
  608. {
  609. THROW_IF_NOT_CORE_THREAD;
  610. gProfilerGPU().beginFrame();
  611. gProfilerCPU().beginSample("renderAllCore");
  612. // Note: I'm iterating over all sampler states every frame. If this ends up being a performance
  613. // issue consider handling this internally in ct::Material which can only do it when sampler states
  614. // are actually modified after sync
  615. refreshSamplerOverrides();
  616. // Update global per-frame hardware buffers
  617. mObjectRenderer->setParamFrameParams(time);
  618. // Retrieve animation data
  619. AnimationManager::instance().waitUntilComplete();
  620. const RendererAnimationData& animData = AnimationManager::instance().getRendererData();
  621. FrameInfo frameInfo(delta, animData);
  622. // Update reflection probes
  623. updateReflectionProbes(frameInfo);
  624. // Gather all views
  625. Vector<RendererCamera*> views;
  626. for (auto& rtInfo : mRenderTargets)
  627. {
  628. SPtr<RenderTarget> target = rtInfo.target;
  629. Vector<const Camera*>& cameras = rtInfo.cameras;
  630. UINT32 numCameras = (UINT32)cameras.size();
  631. for (UINT32 i = 0; i < numCameras; i++)
  632. {
  633. RendererCamera* viewInfo = mCameras[cameras[i]];
  634. views.push_back(viewInfo);
  635. }
  636. }
  637. // Render everything
  638. renderViews(views.data(), (UINT32)views.size(), frameInfo);
  639. gProfilerGPU().endFrame();
  640. // Present render targets with back buffers
  641. for (auto& rtInfo : mRenderTargets)
  642. {
  643. if(rtInfo.target->getProperties().isWindow())
  644. RenderAPI::instance().swapBuffers(rtInfo.target);
  645. }
  646. gProfilerCPU().endSample("renderAllCore");
  647. }
  648. void RenderBeast::renderViews(RendererCamera** views, UINT32 numViews, const FrameInfo& frameInfo)
  649. {
  650. // Generate render queues per camera
  651. mRenderableVisibility.assign(mRenderableVisibility.size(), false);
  652. for(UINT32 i = 0; i < numViews; i++)
  653. views[i]->determineVisible(mRenderables, mRenderableCullInfos, &mRenderableVisibility);
  654. // Generate a list of lights and their GPU buffers
  655. UINT32 numDirLights = (UINT32)mDirectionalLights.size();
  656. for (UINT32 i = 0; i < numDirLights; i++)
  657. {
  658. mLightDataTemp.push_back(LightData());
  659. mDirectionalLights[i].getParameters(mLightDataTemp.back());
  660. }
  661. UINT32 numRadialLights = (UINT32)mRadialLights.size();
  662. mLightVisibilityTemp.resize(numRadialLights, false);
  663. for (UINT32 i = 0; i < numViews; i++)
  664. views[i]->calculateVisibility(mPointLightWorldBounds, mLightVisibilityTemp);
  665. for(UINT32 i = 0; i < numRadialLights; i++)
  666. {
  667. if (!mLightVisibilityTemp[i])
  668. continue;
  669. mLightDataTemp.push_back(LightData());
  670. mRadialLights[i].getParameters(mLightDataTemp.back());
  671. }
  672. UINT32 numSpotLights = (UINT32)mSpotLights.size();
  673. mLightVisibilityTemp.resize(numSpotLights, false);
  674. for (UINT32 i = 0; i < numViews; i++)
  675. views[i]->calculateVisibility(mSpotLightWorldBounds, mLightVisibilityTemp);
  676. for (UINT32 i = 0; i < numSpotLights; i++)
  677. {
  678. if (!mLightVisibilityTemp[i])
  679. continue;
  680. mLightDataTemp.push_back(LightData());
  681. mSpotLights[i].getParameters(mLightDataTemp.back());
  682. }
  683. mGPULightData->setLights(mLightDataTemp, numDirLights, numRadialLights, numSpotLights);
  684. mLightDataTemp.clear();
  685. mLightVisibilityTemp.clear();
  686. // Update various buffers required by each renderable
  687. UINT32 numRenderables = (UINT32)mRenderables.size();
  688. for (UINT32 i = 0; i < numRenderables; i++)
  689. {
  690. if (!mRenderableVisibility[i])
  691. continue;
  692. // Note: Before uploading bone matrices perhaps check if they has actually been changed since last frame
  693. mRenderables[i]->renderable->updateAnimationBuffers(frameInfo.animData);
  694. // Note: Could this step be moved in notifyRenderableUpdated, so it only triggers when material actually gets
  695. // changed? Although it shouldn't matter much because if the internal versions keeping track of dirty params.
  696. for (auto& element : mRenderables[i]->elements)
  697. element.material->updateParamsSet(element.params);
  698. mRenderables[i]->perObjectParamBuffer->flushToGPU();
  699. }
  700. for (UINT32 i = 0; i < numViews; i++)
  701. {
  702. if (views[i]->isOverlay())
  703. renderOverlay(views[i]);
  704. else
  705. renderView(views[i], frameInfo.timeDelta);
  706. }
  707. }
  708. void RenderBeast::renderView(RendererCamera* viewInfo, float frameDelta)
  709. {
  710. gProfilerCPU().beginSample("Render");
  711. const Camera* sceneCamera = viewInfo->getSceneCamera();
  712. SPtr<GpuParamBlockBuffer> perCameraBuffer = viewInfo->getPerViewBuffer();
  713. perCameraBuffer->flushToGPU();
  714. Matrix4 viewProj = viewInfo->getViewProjMatrix();
  715. viewInfo->beginRendering(true);
  716. // Prepare light grid required for transparent object rendering
  717. mLightGrid->updateGrid(*viewInfo, *mGPULightData, viewInfo->renderWithNoLighting());
  718. SPtr<GpuParamBlockBuffer> gridParams;
  719. SPtr<GpuBuffer> gridOffsetsAndSize, gridLightIndices;
  720. mLightGrid->getOutputs(gridOffsetsAndSize, gridLightIndices, gridParams);
  721. // Assign camera and per-call data to all relevant renderables
  722. const VisibilityInfo& visibility = viewInfo->getVisibilityMasks();
  723. UINT32 numRenderables = (UINT32)mRenderables.size();
  724. for (UINT32 i = 0; i < numRenderables; i++)
  725. {
  726. if (!visibility.renderables[i])
  727. continue;
  728. RendererObject* rendererObject = mRenderables[i];
  729. rendererObject->updatePerCallBuffer(viewProj);
  730. for (auto& element : mRenderables[i]->elements)
  731. {
  732. if (element.perCameraBindingIdx != -1)
  733. element.params->setParamBlockBuffer(element.perCameraBindingIdx, perCameraBuffer, true);
  734. if (element.gridParamsBindingIdx != -1)
  735. element.params->setParamBlockBuffer(element.gridParamsBindingIdx, gridParams, true);
  736. element.gridOffsetsAndSizeParam.set(gridOffsetsAndSize);
  737. element.gridLightIndicesParam.set(gridLightIndices);
  738. element.lightsBufferParam.set(mGPULightData->getLightBuffer());
  739. }
  740. }
  741. SPtr<RenderTargets> renderTargets = viewInfo->getRenderTargets();
  742. renderTargets->bindGBuffer();
  743. // Trigger pre-base-pass callbacks
  744. auto iterRenderCallback = mCallbacks.begin();
  745. if (viewInfo->checkTriggerCallbacks())
  746. {
  747. while (iterRenderCallback != mCallbacks.end())
  748. {
  749. RendererExtension* extension = *iterRenderCallback;
  750. if (extension->getLocation() != RenderLocation::PreBasePass)
  751. break;
  752. if (extension->check(*sceneCamera))
  753. extension->render(*sceneCamera);
  754. ++iterRenderCallback;
  755. }
  756. }
  757. // Render base pass
  758. const Vector<RenderQueueElement>& opaqueElements = viewInfo->getOpaqueQueue()->getSortedElements();
  759. for (auto iter = opaqueElements.begin(); iter != opaqueElements.end(); ++iter)
  760. {
  761. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  762. renderElement(*renderElem, iter->passIdx, iter->applyPass, viewProj);
  763. }
  764. // Trigger post-base-pass callbacks
  765. if (viewInfo->checkTriggerCallbacks())
  766. {
  767. while (iterRenderCallback != mCallbacks.end())
  768. {
  769. RendererExtension* extension = *iterRenderCallback;
  770. if (extension->getLocation() != RenderLocation::PostBasePass)
  771. break;
  772. if (extension->check(*sceneCamera))
  773. extension->render(*sceneCamera);
  774. ++iterRenderCallback;
  775. }
  776. }
  777. RenderAPI& rapi = RenderAPI::instance();
  778. rapi.setRenderTarget(nullptr);
  779. // Render light pass
  780. ITiledDeferredLightingMat* lightingMat;
  781. UINT32 numSamples = viewInfo->getNumSamples();
  782. switch(numSamples)
  783. {
  784. case 0:
  785. case 1:
  786. lightingMat = mTiledDeferredLightingMats[0]; // No MSAA
  787. break;
  788. case 2:
  789. lightingMat = mTiledDeferredLightingMats[1]; // 2X MSAA
  790. break;
  791. case 4:
  792. lightingMat = mTiledDeferredLightingMats[2]; // 4X MSAA
  793. break;
  794. default:
  795. lightingMat = mTiledDeferredLightingMats[3]; // 8X MSAA or higher
  796. break;
  797. }
  798. lightingMat->setLights(*mGPULightData);
  799. lightingMat->execute(renderTargets, perCameraBuffer, viewInfo->renderWithNoLighting());
  800. const RenderAPIInfo& rapiInfo = RenderAPI::instance().getAPIInfo();
  801. bool usingFlattenedFB = numSamples > 1 && !rapiInfo.isFlagSet(RenderAPIFeatureFlag::MSAAImageStores);
  802. renderTargets->bindSceneColor(true);
  803. // If we're using flattened framebuffer for MSAA we need to copy its contents to the MSAA scene texture before
  804. // continuing
  805. if(usingFlattenedFB)
  806. {
  807. mFlatFramebufferToTextureMat->execute(renderTargets->getFlattenedSceneColorBuffer(),
  808. renderTargets->getSceneColor());
  809. }
  810. // Render skybox (if any)
  811. SPtr<Texture> skyTexture = viewInfo->getSkybox();
  812. if (skyTexture != nullptr && skyTexture->getProperties().getTextureType() == TEX_TYPE_CUBE_MAP)
  813. {
  814. mSkyboxMat->bind(perCameraBuffer);
  815. mSkyboxMat->setParams(skyTexture, Color::White);
  816. }
  817. else
  818. {
  819. Color clearColor = viewInfo->getClearColor();
  820. mSkyboxSolidColorMat->bind(perCameraBuffer);
  821. mSkyboxSolidColorMat->setParams(nullptr, clearColor);
  822. }
  823. SPtr<Mesh> mesh = gRendererUtility().getSkyBoxMesh();
  824. gRendererUtility().draw(mesh, mesh->getProperties().getSubMesh(0));
  825. renderTargets->bindSceneColor(false);
  826. // Render transparent objects
  827. const Vector<RenderQueueElement>& transparentElements = viewInfo->getTransparentQueue()->getSortedElements();
  828. for (auto iter = transparentElements.begin(); iter != transparentElements.end(); ++iter)
  829. {
  830. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  831. renderElement(*renderElem, iter->passIdx, iter->applyPass, viewProj);
  832. }
  833. // Trigger post-light-pass callbacks
  834. if (viewInfo->checkTriggerCallbacks())
  835. {
  836. while (iterRenderCallback != mCallbacks.end())
  837. {
  838. RendererExtension* extension = *iterRenderCallback;
  839. if (extension->getLocation() != RenderLocation::PostLightPass)
  840. break;
  841. if (extension->check(*sceneCamera))
  842. extension->render(*sceneCamera);
  843. ++iterRenderCallback;
  844. }
  845. }
  846. // Post-processing and final resolve
  847. Rect2 viewportArea = viewInfo->getViewportRect();
  848. if (viewInfo->checkRunPostProcessing())
  849. {
  850. // If using MSAA, resolve into non-MSAA texture before post-processing
  851. if(numSamples > 1)
  852. {
  853. rapi.setRenderTarget(renderTargets->getSceneColorNonMSAART());
  854. rapi.setViewport(viewportArea);
  855. SPtr<Texture> sceneColor = renderTargets->getSceneColor();
  856. gRendererUtility().blit(sceneColor, Rect2I::EMPTY, viewInfo->getFlipView());
  857. }
  858. // Post-processing code also takes care of writting to the final output target
  859. PostProcessing::instance().postProcess(viewInfo, renderTargets->getSceneColorNonMSAA(), frameDelta);
  860. }
  861. else
  862. {
  863. // Just copy from scene color to output if no post-processing
  864. SPtr<RenderTarget> target = viewInfo->getFinalTarget();
  865. rapi.setRenderTarget(target);
  866. rapi.setViewport(viewportArea);
  867. SPtr<Texture> sceneColor = renderTargets->getSceneColor();
  868. gRendererUtility().blit(sceneColor, Rect2I::EMPTY, viewInfo->getFlipView());
  869. }
  870. // Trigger overlay callbacks
  871. if (viewInfo->checkTriggerCallbacks())
  872. {
  873. while (iterRenderCallback != mCallbacks.end())
  874. {
  875. RendererExtension* extension = *iterRenderCallback;
  876. if (extension->getLocation() != RenderLocation::Overlay)
  877. break;
  878. if (extension->check(*sceneCamera))
  879. extension->render(*sceneCamera);
  880. ++iterRenderCallback;
  881. }
  882. }
  883. viewInfo->endRendering();
  884. gProfilerCPU().endSample("Render");
  885. }
  886. void RenderBeast::renderOverlay(RendererCamera* viewInfo)
  887. {
  888. gProfilerCPU().beginSample("RenderOverlay");
  889. viewInfo->getPerViewBuffer()->flushToGPU();
  890. viewInfo->beginRendering(false);
  891. const Camera* camera = viewInfo->getSceneCamera();
  892. SPtr<RenderTarget> target = viewInfo->getFinalTarget();
  893. SPtr<Viewport> viewport = camera->getViewport();
  894. UINT32 clearBuffers = 0;
  895. if (viewport->getRequiresColorClear())
  896. clearBuffers |= FBT_COLOR;
  897. if (viewport->getRequiresDepthClear())
  898. clearBuffers |= FBT_DEPTH;
  899. if (viewport->getRequiresStencilClear())
  900. clearBuffers |= FBT_STENCIL;
  901. if (clearBuffers != 0)
  902. {
  903. RenderAPI::instance().setRenderTarget(target);
  904. RenderAPI::instance().clearViewport(clearBuffers, viewport->getClearColor(),
  905. viewport->getClearDepthValue(), viewport->getClearStencilValue());
  906. }
  907. else
  908. RenderAPI::instance().setRenderTarget(target, false, RT_COLOR0);
  909. RenderAPI::instance().setViewport(viewport->getNormArea());
  910. // Trigger overlay callbacks
  911. auto iterRenderCallback = mCallbacks.begin();
  912. while (iterRenderCallback != mCallbacks.end())
  913. {
  914. RendererExtension* extension = *iterRenderCallback;
  915. if (extension->getLocation() != RenderLocation::Overlay)
  916. {
  917. ++iterRenderCallback;
  918. continue;
  919. }
  920. if (extension->check(*camera))
  921. extension->render(*camera);
  922. ++iterRenderCallback;
  923. }
  924. viewInfo->endRendering();
  925. gProfilerCPU().endSample("RenderOverlay");
  926. }
  927. void RenderBeast::renderElement(const BeastRenderableElement& element, UINT32 passIdx, bool bindPass,
  928. const Matrix4& viewProj)
  929. {
  930. SPtr<Material> material = element.material;
  931. if (bindPass)
  932. gRendererUtility().setPass(material, passIdx, element.techniqueIdx);
  933. gRendererUtility().setPassParams(element.params, passIdx);
  934. if(element.morphVertexDeclaration == nullptr)
  935. gRendererUtility().draw(element.mesh, element.subMesh);
  936. else
  937. gRendererUtility().drawMorph(element.mesh, element.subMesh, element.morphShapeBuffer,
  938. element.morphVertexDeclaration);
  939. }
  940. void RenderBeast::updateReflectionProbes(const FrameInfo& frameInfo)
  941. {
  942. UINT32 numProbes = (UINT32)mReflProbes.size();
  943. bs_frame_mark();
  944. {
  945. bool forceArrayUpdate = false;
  946. if(mCubemapArrayTex == nullptr || mCubemapArrayTex->getProperties().getNumArraySlices() < numProbes)
  947. {
  948. TEXTURE_DESC cubeMapDesc;
  949. cubeMapDesc.type = TEX_TYPE_CUBE_MAP;
  950. cubeMapDesc.format = PF_FLOAT_R11G11B10;
  951. cubeMapDesc.width = ReflectionProbes::REFLECTION_CUBEMAP_SIZE;
  952. cubeMapDesc.height = ReflectionProbes::REFLECTION_CUBEMAP_SIZE;
  953. cubeMapDesc.numMips = PixelUtil::getMaxMipmaps(cubeMapDesc.width, cubeMapDesc.height, 1, cubeMapDesc.format);
  954. cubeMapDesc.numArraySlices = numProbes + 4; // Keep a few empty entries
  955. mCubemapArrayTex = Texture::create(cubeMapDesc);
  956. forceArrayUpdate = true;
  957. }
  958. auto& cubemapArrayProps = mCubemapArrayTex->getProperties();
  959. TEXTURE_DESC cubemapDesc;
  960. cubemapDesc.type = TEX_TYPE_CUBE_MAP;
  961. cubemapDesc.format = PF_FLOAT_R11G11B10;
  962. cubemapDesc.width = ReflectionProbes::REFLECTION_CUBEMAP_SIZE;
  963. cubemapDesc.height = ReflectionProbes::REFLECTION_CUBEMAP_SIZE;
  964. cubemapDesc.numMips = PixelUtil::getMaxMipmaps(cubemapDesc.width, cubemapDesc.height, 1, cubemapDesc.format);
  965. SPtr<Texture> scratchCubemap;
  966. if (numProbes > 0)
  967. scratchCubemap = Texture::create(cubemapDesc);
  968. FrameQueue<UINT32> emptySlots;
  969. for (UINT32 i = 0; i < numProbes; i++)
  970. {
  971. ReflProbeInfo& probeInfo = mReflProbes[i];
  972. if (!probeInfo.customTexture)
  973. {
  974. if (probeInfo.probe->getType() != ReflectionProbeType::Plane)
  975. {
  976. if (probeInfo.texture == nullptr)
  977. probeInfo.texture = ReflectionCubemapCache::instance().getCachedTexture(probeInfo.probe->getUUID());
  978. if (probeInfo.texture == nullptr || probeInfo.textureDirty)
  979. {
  980. probeInfo.texture = Texture::create(cubemapDesc);
  981. captureSceneCubeMap(probeInfo.texture, probeInfo.probe->getPosition(), true, frameInfo);
  982. ReflectionProbes::filterCubemapForSpecular(probeInfo.texture, scratchCubemap);
  983. ReflectionCubemapCache::instance().setCachedTexture(probeInfo.probe->getUUID(), probeInfo.texture);
  984. }
  985. }
  986. }
  987. probeInfo.textureDirty = false;
  988. if(probeInfo.probe->getType() != ReflectionProbeType::Plane && (probeInfo.arrayDirty || forceArrayUpdate))
  989. {
  990. auto& srcProps = probeInfo.texture->getProperties();
  991. bool isValid = srcProps.getWidth() == ReflectionProbes::REFLECTION_CUBEMAP_SIZE &&
  992. srcProps.getHeight() == ReflectionProbes::REFLECTION_CUBEMAP_SIZE &&
  993. srcProps.getNumMipmaps() == cubemapArrayProps.getNumMipmaps() &&
  994. srcProps.getTextureType() == TEX_TYPE_CUBE_MAP;
  995. if(!isValid)
  996. {
  997. if (!probeInfo.errorFlagged)
  998. {
  999. String errMsg = StringUtil::format("Cubemap texture invalid to use as a reflection cubemap. "
  1000. "Check texture size (must be {0}x{0}) and mip-map count",
  1001. ReflectionProbes::REFLECTION_CUBEMAP_SIZE);
  1002. LOGERR(errMsg);
  1003. probeInfo.errorFlagged = true;
  1004. }
  1005. }
  1006. else
  1007. {
  1008. for(UINT32 face = 0; face < 6; face++)
  1009. for(UINT32 mip = 0; mip <= srcProps.getNumMipmaps(); mip++)
  1010. probeInfo.texture->copy(mCubemapArrayTex, face, mip, probeInfo.arrayIdx * 6 + face, mip);
  1011. }
  1012. probeInfo.arrayDirty = false;
  1013. }
  1014. // Note: Consider pruning the reflection cubemap array if empty slot count becomes too high
  1015. }
  1016. }
  1017. bs_frame_clear();
  1018. }
  1019. void RenderBeast::captureSceneCubeMap(const SPtr<Texture>& cubemap, const Vector3& position, bool hdr, const FrameInfo& frameInfo)
  1020. {
  1021. auto& texProps = cubemap->getProperties();
  1022. Matrix4 projTransform = Matrix4::projectionPerspective(Degree(90.0f), 1.0f, 0.05f, 1000.0f);
  1023. ConvexVolume localFrustum(projTransform);
  1024. RenderAPI::instance().convertProjectionMatrix(projTransform, projTransform);
  1025. RENDERER_VIEW_DESC viewDesc;
  1026. viewDesc.target.clearFlags = FBT_COLOR | FBT_DEPTH;
  1027. viewDesc.target.clearColor = Color::Black;
  1028. viewDesc.target.clearDepthValue = 1.0f;
  1029. viewDesc.target.clearStencilValue = 0;
  1030. viewDesc.target.nrmViewRect = Rect2(0, 0, 1.0f, 1.0f);
  1031. viewDesc.target.viewRect = Rect2I(0, 0, texProps.getWidth(), texProps.getHeight());
  1032. viewDesc.target.targetWidth = texProps.getWidth();
  1033. viewDesc.target.targetHeight = texProps.getHeight();
  1034. viewDesc.target.numSamples = 1;
  1035. viewDesc.isOverlay = false;
  1036. viewDesc.isHDR = hdr;
  1037. viewDesc.noLighting = false;
  1038. viewDesc.triggerCallbacks = false;
  1039. viewDesc.runPostProcessing = false;
  1040. viewDesc.visibleLayers = 0xFFFFFFFFFFFFFFFF;
  1041. viewDesc.nearPlane = 0.5f;
  1042. viewDesc.farPlane = 1000.0f;
  1043. viewDesc.flipView = RenderAPI::instance().getAPIInfo().isFlagSet(RenderAPIFeatureFlag::UVYAxisUp);
  1044. viewDesc.viewOrigin = position;
  1045. viewDesc.projTransform = projTransform;
  1046. viewDesc.stateReduction = mCoreOptions->stateReductionMode;
  1047. viewDesc.sceneCamera = nullptr;
  1048. // Note: Find a camera to receive skybox from. Skybox should probably be a global property instead of a per-camera
  1049. // one.
  1050. for(auto& entry : mRenderTargets)
  1051. {
  1052. for(auto& camera : entry.cameras)
  1053. {
  1054. if (camera->getSkybox() != nullptr)
  1055. {
  1056. viewDesc.skyboxTexture = camera->getSkybox();
  1057. break;
  1058. }
  1059. }
  1060. }
  1061. Matrix4 viewOffsetMat = Matrix4::translation(-position);
  1062. RendererCamera views[6];
  1063. for(UINT32 i = 0; i < 6; i++)
  1064. {
  1065. // Calculate view matrix
  1066. Matrix3 viewRotationMat;
  1067. Vector3 forward;
  1068. Vector3 up = Vector3::UNIT_Y;
  1069. switch (i)
  1070. {
  1071. case CF_PositiveX:
  1072. forward = Vector3::UNIT_X;
  1073. break;
  1074. case CF_NegativeX:
  1075. forward = -Vector3::UNIT_X;
  1076. break;
  1077. case CF_PositiveY:
  1078. forward = Vector3::UNIT_Y;
  1079. up = -Vector3::UNIT_Z;
  1080. break;
  1081. case CF_NegativeY:
  1082. forward = Vector3::UNIT_X;
  1083. up = Vector3::UNIT_Z;
  1084. break;
  1085. case CF_PositiveZ:
  1086. forward = Vector3::UNIT_Z;
  1087. break;
  1088. case CF_NegativeZ:
  1089. forward = -Vector3::UNIT_Z;
  1090. break;
  1091. }
  1092. Vector3 right = Vector3::cross(up, forward);
  1093. viewRotationMat = Matrix3(right, up, forward);
  1094. viewDesc.viewDirection = forward;
  1095. viewDesc.viewTransform = Matrix4(viewRotationMat) * viewOffsetMat;
  1096. // Calculate world frustum for culling
  1097. const Vector<Plane>& frustumPlanes = localFrustum.getPlanes();
  1098. Matrix4 worldMatrix = viewDesc.viewTransform.transpose();
  1099. Vector<Plane> worldPlanes(frustumPlanes.size());
  1100. UINT32 j = 0;
  1101. for (auto& plane : frustumPlanes)
  1102. {
  1103. worldPlanes[j] = worldMatrix.multiplyAffine(plane);
  1104. j++;
  1105. }
  1106. viewDesc.cullFrustum = ConvexVolume(worldPlanes);
  1107. // Set up face render target
  1108. RENDER_TEXTURE_DESC cubeFaceRTDesc;
  1109. cubeFaceRTDesc.colorSurfaces[0].texture = cubemap;
  1110. cubeFaceRTDesc.colorSurfaces[0].face = i;
  1111. cubeFaceRTDesc.colorSurfaces[0].numFaces = 1;
  1112. viewDesc.target.target = RenderTexture::create(cubeFaceRTDesc);
  1113. views[i].setView(viewDesc);
  1114. views[i].updatePerViewBuffer();
  1115. views[i].determineVisible(mRenderables, mRenderableCullInfos);
  1116. }
  1117. RendererCamera* viewPtrs[] = { &views[0], &views[1], &views[2], &views[3], &views[4], &views[5] };
  1118. renderViews(viewPtrs, 6, frameInfo);
  1119. }
  1120. void RenderBeast::refreshSamplerOverrides(bool force)
  1121. {
  1122. bool anyDirty = false;
  1123. for (auto& entry : mSamplerOverrides)
  1124. {
  1125. SPtr<MaterialParams> materialParams = entry.first.material->_getInternalParams();
  1126. MaterialSamplerOverrides* materialOverrides = entry.second;
  1127. for(UINT32 i = 0; i < materialOverrides->numOverrides; i++)
  1128. {
  1129. SamplerOverride& override = materialOverrides->overrides[i];
  1130. const MaterialParamsBase::ParamData* materialParamData = materialParams->getParamData(override.paramIdx);
  1131. SPtr<SamplerState> samplerState;
  1132. materialParams->getSamplerState(*materialParamData, samplerState);
  1133. UINT64 hash = 0;
  1134. if (samplerState != nullptr)
  1135. hash = samplerState->getProperties().getHash();
  1136. if (hash != override.originalStateHash || force)
  1137. {
  1138. if (samplerState != nullptr)
  1139. override.state = SamplerOverrideUtility::generateSamplerOverride(samplerState, mCoreOptions);
  1140. else
  1141. override.state = SamplerOverrideUtility::generateSamplerOverride(SamplerState::getDefault(), mCoreOptions);
  1142. override.originalStateHash = override.state->getProperties().getHash();
  1143. materialOverrides->isDirty = true;
  1144. }
  1145. // Dirty flag can also be set externally, so check here even though we assign it above
  1146. if (materialOverrides->isDirty)
  1147. anyDirty = true;
  1148. }
  1149. }
  1150. // Early exit if possible
  1151. if (!anyDirty)
  1152. return;
  1153. UINT32 numRenderables = (UINT32)mRenderables.size();
  1154. for (UINT32 i = 0; i < numRenderables; i++)
  1155. {
  1156. for(auto& element : mRenderables[i]->elements)
  1157. {
  1158. MaterialSamplerOverrides* overrides = element.samplerOverrides;
  1159. if(overrides != nullptr && overrides->isDirty)
  1160. {
  1161. UINT32 numPasses = element.material->getNumPasses();
  1162. for(UINT32 j = 0; j < numPasses; j++)
  1163. {
  1164. SPtr<GpuParams> params = element.params->getGpuParams(j);
  1165. const UINT32 numStages = 6;
  1166. for (UINT32 k = 0; k < numStages; k++)
  1167. {
  1168. GpuProgramType type = (GpuProgramType)k;
  1169. SPtr<GpuParamDesc> paramDesc = params->getParamDesc(type);
  1170. if (paramDesc == nullptr)
  1171. continue;
  1172. for (auto& samplerDesc : paramDesc->samplers)
  1173. {
  1174. UINT32 set = samplerDesc.second.set;
  1175. UINT32 slot = samplerDesc.second.slot;
  1176. UINT32 overrideIndex = overrides->passes[j].stateOverrides[set][slot];
  1177. if (overrideIndex == (UINT32)-1)
  1178. continue;
  1179. params->setSamplerState(set, slot, overrides->overrides[overrideIndex].state);
  1180. }
  1181. }
  1182. }
  1183. }
  1184. }
  1185. }
  1186. for (auto& entry : mSamplerOverrides)
  1187. entry.second->isDirty = false;
  1188. }
  1189. }}