BsRenderBeast.cpp 34 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 "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 "BsCoreThread.h"
  18. #include "BsGpuParams.h"
  19. #include "BsProfilerCPU.h"
  20. #include "BsShader.h"
  21. #include "BsGpuParamBlockBuffer.h"
  22. #include "BsStaticRenderableHandler.h"
  23. #include "BsTime.h"
  24. #include "BsRenderableElement.h"
  25. #include "BsCoreObjectManager.h"
  26. #include "BsRenderBeastOptions.h"
  27. #include "BsSamplerOverrides.h"
  28. #include "BsLight.h"
  29. #include "BsRenderTexturePool.h"
  30. #include "BsRenderTargets.h"
  31. #include "BsRendererUtility.h"
  32. #include "BsRenderStateManager.h"
  33. using namespace std::placeholders;
  34. namespace BansheeEngine
  35. {
  36. RenderBeast::RenderBeast()
  37. :mOptions(bs_shared_ptr_new<RenderBeastOptions>()), mOptionsDirty(true), mStaticHandler(nullptr),
  38. mDefaultMaterial(nullptr), mPointLightMat(nullptr), mDirLightMat(nullptr)
  39. {
  40. }
  41. const StringID& RenderBeast::getName() const
  42. {
  43. static StringID name = "RenderBeast";
  44. return name;
  45. }
  46. void RenderBeast::initialize()
  47. {
  48. CoreRenderer::initialize();
  49. CoreThread::instance().queueCommand(std::bind(&RenderBeast::initializeCore, this));
  50. }
  51. void RenderBeast::destroy()
  52. {
  53. CoreRenderer::destroy();
  54. gCoreAccessor().queueCommand(std::bind(&RenderBeast::destroyCore, this));
  55. gCoreAccessor().submitToCoreThread(true);
  56. }
  57. void RenderBeast::initializeCore()
  58. {
  59. RendererUtility::startUp();
  60. mCoreOptions = bs_shared_ptr_new<RenderBeastOptions>();
  61. mStaticHandler = bs_new<StaticRenderableHandler>();
  62. mDefaultMaterial = bs_new<DefaultMaterial>();
  63. mPointLightMat = bs_new<PointLightMat>();
  64. mDirLightMat = bs_new<DirectionalLightMat>();
  65. // TODO - Replace these manually assigned states with two different versions of point light shader once I implement
  66. // a preprocessor parser for BSL
  67. DEPTH_STENCIL_STATE_DESC inGeomDSDesc;
  68. inGeomDSDesc.depthWriteEnable = false;
  69. inGeomDSDesc.depthReadEnable = false;
  70. mPointLightInGeomDSState = RenderStateCoreManager::instance().createDepthStencilState(inGeomDSDesc);
  71. DEPTH_STENCIL_STATE_DESC outGeomDSDesc;
  72. outGeomDSDesc.depthWriteEnable = false;
  73. mPointLightOutGeomDSState = RenderStateCoreManager::instance().createDepthStencilState(outGeomDSDesc);
  74. RASTERIZER_STATE_DESC inGeomRDesc;
  75. inGeomRDesc.cullMode = CULL_CLOCKWISE;
  76. mPointLightInGeomRState = RenderStateCoreManager::instance().createRasterizerState(inGeomRDesc);
  77. RASTERIZER_STATE_DESC outGeomRDesc;
  78. outGeomRDesc.cullMode = CULL_COUNTERCLOCKWISE;
  79. mPointLightOutGeomRState = RenderStateCoreManager::instance().createRasterizerState(outGeomRDesc);
  80. RenderTexturePool::startUp();
  81. }
  82. void RenderBeast::destroyCore()
  83. {
  84. if (mStaticHandler != nullptr)
  85. bs_delete(mStaticHandler);
  86. mRenderTargets.clear();
  87. mCameraData.clear();
  88. mRenderables.clear();
  89. RenderTexturePool::shutDown();
  90. bs_delete(mDefaultMaterial);
  91. bs_delete(mPointLightMat);
  92. bs_delete(mDirLightMat);
  93. mPointLightInGeomDSState = nullptr;
  94. mPointLightOutGeomDSState = nullptr;
  95. mPointLightInGeomRState = nullptr;
  96. mPointLightOutGeomRState = nullptr;
  97. RendererUtility::shutDown();
  98. assert(mSamplerOverrides.empty());
  99. }
  100. void RenderBeast::_notifyRenderableAdded(RenderableCore* renderable)
  101. {
  102. UINT32 renderableId = (UINT32)mRenderables.size();
  103. renderable->setRendererId(renderableId);
  104. mRenderables.push_back(RenderableData());
  105. mRenderableShaderData.push_back(RenderableShaderData());
  106. mWorldBounds.push_back(renderable->getBounds());
  107. RenderableData& renderableData = mRenderables.back();
  108. renderableData.renderable = renderable;
  109. RenderableShaderData& shaderData = mRenderableShaderData.back();
  110. shaderData.worldTransform = renderable->getTransform();
  111. shaderData.invWorldTransform = shaderData.worldTransform.inverseAffine();
  112. shaderData.worldNoScaleTransform = renderable->getTransformNoScale();
  113. shaderData.invWorldNoScaleTransform = shaderData.worldNoScaleTransform.inverseAffine();
  114. shaderData.worldDeterminantSign = shaderData.worldTransform.determinant3x3() >= 0.0f ? 1.0f : -1.0f;
  115. if (renderable->getRenderableType() == RenType_LitTextured)
  116. renderableData.controller = mStaticHandler;
  117. else
  118. renderableData.controller = nullptr;
  119. SPtr<MeshCore> mesh = renderable->getMesh();
  120. if (mesh != nullptr)
  121. {
  122. const MeshProperties& meshProps = mesh->getProperties();
  123. SPtr<VertexDeclarationCore> vertexDecl = mesh->getVertexData()->vertexDeclaration;
  124. for (UINT32 i = 0; i < meshProps.getNumSubMeshes(); i++)
  125. {
  126. renderableData.elements.push_back(BeastRenderableElement());
  127. BeastRenderableElement& renElement = renderableData.elements.back();
  128. renElement.mesh = mesh;
  129. renElement.subMesh = meshProps.getSubMesh(i);
  130. renElement.renderableId = renderableId;
  131. renElement.material = renderable->getMaterial(i);
  132. if (renElement.material == nullptr)
  133. renElement.material = renderable->getMaterial(0);
  134. if (renElement.material != nullptr && renElement.material->getShader() == nullptr)
  135. renElement.material = nullptr;
  136. // Validate mesh <-> shader vertex bindings
  137. if (renElement.material != nullptr)
  138. {
  139. UINT32 numPasses = renElement.material->getNumPasses();
  140. for (UINT32 j = 0; j < numPasses; j++)
  141. {
  142. SPtr<PassCore> pass = renElement.material->getPass(j);
  143. SPtr<VertexDeclarationCore> shaderDecl = pass->getVertexProgram()->getInputDeclaration();
  144. if (!vertexDecl->isCompatible(shaderDecl))
  145. {
  146. Vector<VertexElement> missingElements = vertexDecl->getMissingElements(shaderDecl);
  147. StringStream wrnStream;
  148. wrnStream << "Provided mesh is missing required vertex attributes to render with the provided shader. Missing elements: " << std::endl;
  149. for (auto& entry : missingElements)
  150. wrnStream << "\t" << toString(entry.getSemantic()) << entry.getSemanticIdx() << std::endl;
  151. LOGWRN(wrnStream.str());
  152. break;
  153. }
  154. }
  155. }
  156. // If no material use the default material
  157. if (renElement.material == nullptr)
  158. renElement.material = mDefaultMaterial->getMaterial();
  159. auto iterFind = mSamplerOverrides.find(renElement.material);
  160. if (iterFind != mSamplerOverrides.end())
  161. {
  162. renElement.samplerOverrides = iterFind->second;
  163. iterFind->second->refCount++;
  164. }
  165. else
  166. {
  167. MaterialSamplerOverrides* samplerOverrides = SamplerOverrideUtility::generateSamplerOverrides(renElement.material, mCoreOptions);
  168. mSamplerOverrides[renElement.material] = samplerOverrides;
  169. renElement.samplerOverrides = samplerOverrides;
  170. samplerOverrides->refCount++;
  171. }
  172. if (renderableData.controller != nullptr)
  173. renderableData.controller->initializeRenderElem(renElement);
  174. }
  175. }
  176. }
  177. void RenderBeast::_notifyRenderableRemoved(RenderableCore* renderable)
  178. {
  179. UINT32 renderableId = renderable->getRendererId();
  180. RenderableCore* lastRenerable = mRenderables.back().renderable;
  181. UINT32 lastRenderableId = lastRenerable->getRendererId();
  182. Vector<BeastRenderableElement>& elements = mRenderables[renderableId].elements;
  183. for (auto& element : elements)
  184. {
  185. auto iterFind = mSamplerOverrides.find(element.material);
  186. assert(iterFind != mSamplerOverrides.end());
  187. MaterialSamplerOverrides* samplerOverrides = iterFind->second;
  188. samplerOverrides->refCount--;
  189. if (samplerOverrides->refCount == 0)
  190. {
  191. SamplerOverrideUtility::destroySamplerOverrides(samplerOverrides);
  192. mSamplerOverrides.erase(iterFind);
  193. }
  194. element.samplerOverrides = nullptr;
  195. }
  196. if (renderableId != lastRenderableId)
  197. {
  198. // Swap current last element with the one we want to erase
  199. std::swap(mRenderables[renderableId], mRenderables[lastRenderableId]);
  200. std::swap(mWorldBounds[renderableId], mWorldBounds[lastRenderableId]);
  201. std::swap(mRenderableShaderData[renderableId], mRenderableShaderData[lastRenderableId]);
  202. lastRenerable->setRendererId(renderableId);
  203. Vector<BeastRenderableElement>& lastRenderableElements = mRenderables[renderableId].elements;
  204. for (auto& element : elements)
  205. element.renderableId = renderableId;
  206. }
  207. // Last element is the one we want to erase
  208. mRenderables.erase(mRenderables.end() - 1);
  209. mWorldBounds.erase(mWorldBounds.end() - 1);
  210. mRenderableShaderData.erase(mRenderableShaderData.end() - 1);
  211. }
  212. void RenderBeast::_notifyRenderableUpdated(RenderableCore* renderable)
  213. {
  214. UINT32 renderableId = renderable->getRendererId();
  215. RenderableShaderData& shaderData = mRenderableShaderData[renderableId];
  216. shaderData.worldTransform = renderable->getTransform();
  217. shaderData.invWorldTransform = shaderData.worldTransform.inverseAffine();
  218. shaderData.worldNoScaleTransform = renderable->getTransformNoScale();
  219. shaderData.invWorldNoScaleTransform = shaderData.worldNoScaleTransform.inverseAffine();
  220. shaderData.worldDeterminantSign = shaderData.worldTransform.determinant3x3() >= 0.0f ? 1.0f : -1.0f;
  221. mWorldBounds[renderableId] = renderable->getBounds();
  222. }
  223. void RenderBeast::_notifyLightAdded(LightCore* light)
  224. {
  225. if (light->getType() == LightType::Directional)
  226. {
  227. UINT32 lightId = (UINT32)mDirectionalLights.size();
  228. light->setRendererId(lightId);
  229. mDirectionalLights.push_back(LightData());
  230. LightData& lightData = mDirectionalLights.back();
  231. lightData.internal = light;
  232. }
  233. else
  234. {
  235. UINT32 lightId = (UINT32)mPointLights.size();
  236. light->setRendererId(lightId);
  237. mPointLights.push_back(LightData());
  238. mLightWorldBounds.push_back(light->getBounds());
  239. LightData& lightData = mPointLights.back();
  240. lightData.internal = light;
  241. }
  242. }
  243. void RenderBeast::_notifyLightUpdated(LightCore* light)
  244. {
  245. UINT32 lightId = light->getRendererId();
  246. if (light->getType() != LightType::Directional)
  247. mLightWorldBounds[lightId] = light->getBounds();
  248. }
  249. void RenderBeast::_notifyLightRemoved(LightCore* light)
  250. {
  251. UINT32 lightId = light->getRendererId();
  252. if (light->getType() == LightType::Directional)
  253. {
  254. LightCore* lastLight = mDirectionalLights.back().internal;
  255. UINT32 lastLightId = lastLight->getRendererId();
  256. if (lightId != lastLightId)
  257. {
  258. // Swap current last element with the one we want to erase
  259. std::swap(mDirectionalLights[lightId], mDirectionalLights[lastLightId]);
  260. lastLight->setRendererId(lightId);
  261. }
  262. // Last element is the one we want to erase
  263. mDirectionalLights.erase(mDirectionalLights.end() - 1);
  264. }
  265. else
  266. {
  267. LightCore* lastLight = mPointLights.back().internal;
  268. UINT32 lastLightId = lastLight->getRendererId();
  269. if (lightId != lastLightId)
  270. {
  271. // Swap current last element with the one we want to erase
  272. std::swap(mPointLights[lightId], mPointLights[lastLightId]);
  273. std::swap(mLightWorldBounds[lightId], mLightWorldBounds[lastLightId]);
  274. lastLight->setRendererId(lightId);
  275. }
  276. // Last element is the one we want to erase
  277. mPointLights.erase(mPointLights.end() - 1);
  278. mLightWorldBounds.erase(mLightWorldBounds.end() - 1);
  279. }
  280. }
  281. void RenderBeast::_notifyCameraAdded(const CameraCore* camera)
  282. {
  283. SPtr<RenderTargetCore> renderTarget = camera->getViewport()->getTarget();
  284. if (renderTarget == nullptr)
  285. return;
  286. CameraData& camData = mCameraData[camera];
  287. camData.opaqueQueue = bs_shared_ptr_new<RenderQueue>(mCoreOptions->stateReductionMode);
  288. StateReduction transparentStateReduction = mCoreOptions->stateReductionMode;
  289. if (transparentStateReduction == StateReduction::Material)
  290. transparentStateReduction = StateReduction::Distance; // Transparent object MUST be sorted by distance
  291. camData.transparentQueue = bs_shared_ptr_new<RenderQueue>(transparentStateReduction);
  292. // Register in render target list
  293. auto findIter = std::find_if(mRenderTargets.begin(), mRenderTargets.end(),
  294. [&](const RenderTargetData& x) { return x.target == renderTarget; });
  295. if (findIter != mRenderTargets.end())
  296. {
  297. findIter->cameras.push_back(camera);
  298. }
  299. else
  300. {
  301. mRenderTargets.push_back(RenderTargetData());
  302. RenderTargetData& renderTargetData = mRenderTargets.back();
  303. renderTargetData.target = renderTarget;
  304. renderTargetData.cameras.push_back(camera);
  305. }
  306. // Sort render targets based on priority
  307. auto cameraComparer = [&](const CameraCore* a, const CameraCore* b) { return a->getPriority() > b->getPriority(); };
  308. auto renderTargetInfoComparer = [&](const RenderTargetData& a, const RenderTargetData& b)
  309. { return a.target->getProperties().getPriority() > b.target->getProperties().getPriority(); };
  310. std::sort(begin(mRenderTargets), end(mRenderTargets), renderTargetInfoComparer);
  311. for (auto& camerasPerTarget : mRenderTargets)
  312. {
  313. Vector<const CameraCore*>& cameras = camerasPerTarget.cameras;
  314. std::sort(begin(cameras), end(cameras), cameraComparer);
  315. }
  316. }
  317. void RenderBeast::_notifyCameraRemoved(const CameraCore* camera)
  318. {
  319. mCameraData.erase(camera);
  320. // Remove from render target list
  321. for (auto iterTarget = mRenderTargets.begin(); iterTarget != mRenderTargets.end(); ++iterTarget)
  322. {
  323. RenderTargetData& target = *iterTarget;
  324. for (auto iterCam = target.cameras.begin(); iterCam != target.cameras.end(); ++iterCam)
  325. {
  326. if (camera == *iterCam)
  327. {
  328. target.cameras.erase(iterCam);
  329. break;
  330. }
  331. }
  332. if (target.cameras.empty())
  333. {
  334. mRenderTargets.erase(iterTarget);
  335. break;
  336. }
  337. }
  338. }
  339. void RenderBeast::setOptions(const SPtr<CoreRendererOptions>& options)
  340. {
  341. mOptions = std::static_pointer_cast<RenderBeastOptions>(options);
  342. mOptionsDirty = true;
  343. }
  344. SPtr<CoreRendererOptions> RenderBeast::getOptions() const
  345. {
  346. return mOptions;
  347. }
  348. void RenderBeast::renderAll()
  349. {
  350. // Sync all dirty sim thread CoreObject data to core thread
  351. CoreObjectManager::instance().syncToCore(gCoreAccessor());
  352. if (mOptionsDirty)
  353. {
  354. gCoreAccessor().queueCommand(std::bind(&RenderBeast::syncRenderOptions, this, *mOptions));
  355. mOptionsDirty = false;
  356. }
  357. gCoreAccessor().queueCommand(std::bind(&RenderBeast::renderAllCore, this, gTime().getTime()));
  358. }
  359. void RenderBeast::syncRenderOptions(const RenderBeastOptions& options)
  360. {
  361. bool filteringChanged = mCoreOptions->filtering != options.filtering;
  362. if (options.filtering == RenderBeastFiltering::Anisotropic)
  363. filteringChanged |= mCoreOptions->anisotropyMax != options.anisotropyMax;
  364. if (filteringChanged)
  365. refreshSamplerOverrides(true);
  366. *mCoreOptions = options;
  367. for (auto& cameraData : mCameraData)
  368. {
  369. cameraData.second.opaqueQueue->setStateReduction(mCoreOptions->stateReductionMode);
  370. StateReduction transparentStateReduction = mCoreOptions->stateReductionMode;
  371. if (transparentStateReduction == StateReduction::Material)
  372. transparentStateReduction = StateReduction::Distance; // Transparent object MUST be sorted by distance
  373. cameraData.second.transparentQueue->setStateReduction(transparentStateReduction);
  374. }
  375. }
  376. void RenderBeast::renderAllCore(float time)
  377. {
  378. THROW_IF_NOT_CORE_THREAD;
  379. gProfilerCPU().beginSample("renderAllCore");
  380. // Note: I'm iterating over all sampler states every frame. If this ends up being a performance
  381. // issue consider handling this internally in MaterialCore which can only do it when sampler states
  382. // are actually modified after sync
  383. refreshSamplerOverrides();
  384. // Update global per-frame hardware buffers
  385. mStaticHandler->updatePerFrameBuffers(time);
  386. // Generate render queues per camera
  387. for (auto& cameraData : mCameraData)
  388. {
  389. const CameraCore* camera = cameraData.first;
  390. determineVisible(*camera);
  391. }
  392. // Render everything, target by target
  393. for (auto& renderTargetData : mRenderTargets)
  394. {
  395. SPtr<RenderTargetCore> target = renderTargetData.target;
  396. Vector<const CameraCore*>& cameras = renderTargetData.cameras;
  397. RenderAPICore::instance().beginFrame();
  398. UINT32 numCameras = (UINT32)cameras.size();
  399. for (UINT32 i = 0; i < numCameras; i++)
  400. render(renderTargetData, i);
  401. RenderAPICore::instance().endFrame();
  402. RenderAPICore::instance().swapBuffers(target);
  403. }
  404. gProfilerCPU().endSample("renderAllCore");
  405. }
  406. void RenderBeast::render(RenderTargetData& rtData, UINT32 camIdx)
  407. {
  408. gProfilerCPU().beginSample("Render");
  409. const CameraCore* camera = rtData.cameras[camIdx];
  410. CameraData& camData = mCameraData[camera];
  411. SPtr<ViewportCore> viewport = camera->getViewport();
  412. CameraShaderData cameraShaderData = getCameraShaderData(*camera);
  413. mStaticHandler->updatePerCameraBuffers(cameraShaderData);
  414. // Render scene objects to g-buffer
  415. bool hasGBuffer = ((UINT32)camera->getFlags() & (UINT32)CameraFlags::Overlay) == 0;
  416. if (hasGBuffer)
  417. {
  418. bool createGBuffer = camData.target == nullptr ||
  419. camData.target->getHDR() != mCoreOptions->hdr ||
  420. camData.target->getNumSamples() != mCoreOptions->msaa;
  421. if (createGBuffer)
  422. camData.target = RenderTargets::create(viewport, mCoreOptions->hdr, mCoreOptions->msaa);
  423. camData.target->allocate();
  424. camData.target->bindGBuffer();
  425. }
  426. else
  427. camData.target = nullptr;
  428. // Trigger pre-scene callbacks
  429. auto iterCameraCallbacks = mRenderCallbacks.find(camera);
  430. if (iterCameraCallbacks != mRenderCallbacks.end())
  431. {
  432. for (auto& callbackPair : iterCameraCallbacks->second)
  433. {
  434. const RenderCallbackData& callbackData = callbackPair.second;
  435. if (callbackData.overlay)
  436. continue;
  437. if (callbackPair.first >= 0)
  438. break;
  439. callbackData.callback();
  440. }
  441. }
  442. if (hasGBuffer)
  443. {
  444. // Render base pass
  445. const Vector<RenderQueueElement>& opaqueElements = camData.opaqueQueue->getSortedElements();
  446. for (auto iter = opaqueElements.begin(); iter != opaqueElements.end(); ++iter)
  447. {
  448. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  449. SPtr<MaterialCore> material = renderElem->material;
  450. UINT32 rendererId = renderElem->renderableId;
  451. Matrix4 worldViewProjMatrix = cameraShaderData.viewProj * mRenderableShaderData[rendererId].worldTransform;
  452. mStaticHandler->updatePerObjectBuffers(*renderElem, mRenderableShaderData[rendererId], worldViewProjMatrix);
  453. mStaticHandler->bindGlobalBuffers(*renderElem); // Note: If I can keep global buffer slot indexes the same between shaders I could only bind these once
  454. mStaticHandler->bindPerObjectBuffers(*renderElem);
  455. if (iter->applyPass)
  456. {
  457. SPtr<PassCore> pass = material->getPass(iter->passIdx);
  458. setPass(pass);
  459. }
  460. SPtr<PassParametersCore> passParams = material->getPassParameters(iter->passIdx);
  461. if (renderElem->samplerOverrides != nullptr)
  462. setPassParams(passParams, &renderElem->samplerOverrides->passes[iter->passIdx]);
  463. else
  464. setPassParams(passParams, nullptr);
  465. gRendererUtility().draw(iter->renderElem->mesh, iter->renderElem->subMesh);
  466. }
  467. camData.target->bindSceneColor(true);
  468. // Render light pass
  469. SPtr<GpuParamBlockBufferCore> perCameraBuffer = mStaticHandler->getPerCameraParams().getBuffer();
  470. SPtr<MaterialCore> dirMaterial = mDirLightMat->getMaterial();
  471. SPtr<PassCore> dirPass = dirMaterial->getPass(0);
  472. setPass(dirPass);
  473. mDirLightMat->setStaticParameters(camData.target, perCameraBuffer);
  474. for (auto& light : mDirectionalLights)
  475. {
  476. if (!light.internal->getIsActive())
  477. continue;
  478. mDirLightMat->setParameters(light.internal);
  479. // TODO - Bind parameters to the pipeline manually as I don't need to re-bind gbuffer textures for every light
  480. setPassParams(dirMaterial->getPassParameters(0), nullptr);
  481. gRendererUtility().drawScreenQuad();
  482. }
  483. SPtr<MaterialCore> pointMaterial = mPointLightMat->getMaterial();
  484. SPtr<PassCore> pointPass = pointMaterial->getPass(0);
  485. // TODO - Possibly use instanced drawing here as only two meshes are drawn with various properties
  486. setPass(pointPass);
  487. mPointLightMat->setStaticParameters(camData.target, perCameraBuffer);
  488. // TODO - Cull lights based on visibility, right now I just iterate over all of them.
  489. for (auto& light : mPointLights)
  490. {
  491. if (!light.internal->getIsActive())
  492. continue;
  493. mPointLightMat->setParameters(light.internal);
  494. float distToLight = (light.internal->getBounds().getCenter() - camera->getPosition()).squaredLength();
  495. float boundRadius = light.internal->getBounds().getRadius() * 1.05f + camera->getNearClipDistance() * 2.0f;
  496. // TODO - Replace these manually assigned states with two different versions of point light shader once I implement
  497. // a preprocessor parser for BSL
  498. RenderAPICore& rapi = RenderAPICore::instance();
  499. bool cameraInLightGeometry = distToLight < boundRadius * boundRadius;
  500. if(cameraInLightGeometry)
  501. {
  502. // Draw back faces with no depth testing
  503. rapi.setDepthStencilState(mPointLightInGeomDSState, 0);
  504. rapi.setRasterizerState(mPointLightInGeomRState);
  505. }
  506. else
  507. {
  508. // Draw front faces with depth testing
  509. rapi.setDepthStencilState(mPointLightOutGeomDSState, 0);
  510. rapi.setRasterizerState(mPointLightOutGeomRState);
  511. }
  512. // TODO - Bind parameters to the pipeline manually as I don't need to re-bind gbuffer textures for every light
  513. setPassParams(pointMaterial->getPassParameters(0), nullptr);
  514. SPtr<MeshCore> mesh = light.internal->getMesh();
  515. gRendererUtility().draw(mesh, mesh->getProperties().getSubMesh(0));
  516. }
  517. camData.target->bindSceneColor(false);
  518. }
  519. else
  520. {
  521. // Prepare final render target
  522. SPtr<RenderTargetCore> target = rtData.target;
  523. RenderAPICore::instance().setRenderTarget(target);
  524. RenderAPICore::instance().setViewport(viewport->getNormArea());
  525. // If first camera in render target, prepare the render target
  526. if (camIdx == 0)
  527. {
  528. UINT32 clearBuffers = 0;
  529. if (viewport->getRequiresColorClear())
  530. clearBuffers |= FBT_COLOR;
  531. if (viewport->getRequiresDepthClear())
  532. clearBuffers |= FBT_DEPTH;
  533. if (viewport->getRequiresStencilClear())
  534. clearBuffers |= FBT_STENCIL;
  535. if (clearBuffers != 0)
  536. {
  537. RenderAPICore::instance().clearViewport(clearBuffers, viewport->getClearColor(),
  538. viewport->getClearDepthValue(), viewport->getClearStencilValue());
  539. }
  540. }
  541. }
  542. // Render transparent objects (TODO - No lighting yet)
  543. const Vector<RenderQueueElement>& transparentElements = camData.transparentQueue->getSortedElements();
  544. for (auto iter = transparentElements.begin(); iter != transparentElements.end(); ++iter)
  545. {
  546. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  547. SPtr<MaterialCore> material = renderElem->material;
  548. UINT32 rendererId = renderElem->renderableId;
  549. Matrix4 worldViewProjMatrix = cameraShaderData.viewProj * mRenderableShaderData[rendererId].worldTransform;
  550. mStaticHandler->updatePerObjectBuffers(*renderElem, mRenderableShaderData[rendererId], worldViewProjMatrix);
  551. mStaticHandler->bindGlobalBuffers(*renderElem); // Note: If I can keep global buffer slot indexes the same between shaders I could only bind these once
  552. mStaticHandler->bindPerObjectBuffers(*renderElem);
  553. if (iter->applyPass)
  554. {
  555. SPtr<PassCore> pass = material->getPass(iter->passIdx);
  556. setPass(pass);
  557. }
  558. SPtr<PassParametersCore> passParams = material->getPassParameters(iter->passIdx);
  559. if (renderElem->samplerOverrides != nullptr)
  560. setPassParams(passParams, &renderElem->samplerOverrides->passes[iter->passIdx]);
  561. else
  562. setPassParams(passParams, nullptr);
  563. gRendererUtility().draw(iter->renderElem->mesh, iter->renderElem->subMesh);
  564. }
  565. camData.opaqueQueue->clear();
  566. camData.transparentQueue->clear();
  567. // Render non-overlay post-scene callbacks
  568. if (iterCameraCallbacks != mRenderCallbacks.end())
  569. {
  570. for (auto& callbackPair : iterCameraCallbacks->second)
  571. {
  572. const RenderCallbackData& callbackData = callbackPair.second;
  573. if (callbackData.overlay || callbackPair.first < 0)
  574. continue;
  575. callbackData.callback();
  576. }
  577. }
  578. if (hasGBuffer)
  579. {
  580. // TODO - Instead of doing a separate resolve here I could potentially perform a resolve directly in some
  581. // post-processing pass (e.g. tone mapping). Right now it is just an unnecessary blit.
  582. camData.target->resolve();
  583. }
  584. // Render overlay post-scene callbacks
  585. if (iterCameraCallbacks != mRenderCallbacks.end())
  586. {
  587. for (auto& callbackPair : iterCameraCallbacks->second)
  588. {
  589. const RenderCallbackData& callbackData = callbackPair.second;
  590. if (!callbackData.overlay)
  591. continue;
  592. callbackData.callback();
  593. }
  594. }
  595. if (hasGBuffer)
  596. camData.target->release();
  597. gProfilerCPU().endSample("Render");
  598. }
  599. void RenderBeast::determineVisible(const CameraCore& camera)
  600. {
  601. CameraData& cameraData = mCameraData[&camera];
  602. UINT64 cameraLayers = camera.getLayers();
  603. ConvexVolume worldFrustum = camera.getWorldFrustum();
  604. // Update per-object param buffers and queue render elements
  605. for (auto& renderableData : mRenderables)
  606. {
  607. RenderableCore* renderable = renderableData.renderable;
  608. RenderableHandler* controller = renderableData.controller;
  609. UINT32 renderableType = renderable->getRenderableType();
  610. UINT32 rendererId = renderable->getRendererId();
  611. if ((renderable->getLayer() & cameraLayers) == 0)
  612. continue;
  613. // Do frustum culling
  614. // TODO - This is bound to be a bottleneck at some point. When it is ensure that intersect
  615. // methods use vector operations, as it is trivial to update them.
  616. const Sphere& boundingSphere = mWorldBounds[rendererId].getSphere();
  617. if (worldFrustum.intersects(boundingSphere))
  618. {
  619. // More precise with the box
  620. const AABox& boundingBox = mWorldBounds[rendererId].getBox();
  621. if (worldFrustum.intersects(boundingBox))
  622. {
  623. float distanceToCamera = (camera.getPosition() - boundingBox.getCenter()).length();
  624. for (auto& renderElem : renderableData.elements)
  625. {
  626. bool isTransparent = (renderElem.material->getShader()->getFlags() & (UINT32)ShaderFlags::Transparent) != 0;
  627. if (isTransparent)
  628. cameraData.transparentQueue->add(&renderElem, distanceToCamera);
  629. else
  630. cameraData.opaqueQueue->add(&renderElem, distanceToCamera);
  631. }
  632. }
  633. }
  634. }
  635. cameraData.opaqueQueue->sort();
  636. cameraData.transparentQueue->sort();
  637. }
  638. Vector2 RenderBeast::getDeviceZTransform()
  639. {
  640. RenderAPICore& rapi = RenderAPICore::instance();
  641. Vector2 output;
  642. output.x = rapi.getMaximumDepthInputValue() - rapi.getMinimumDepthInputValue();
  643. output.y = -rapi.getMinimumDepthInputValue();
  644. return output;
  645. }
  646. CameraShaderData RenderBeast::getCameraShaderData(const CameraCore& camera)
  647. {
  648. CameraShaderData data;
  649. data.proj = camera.getProjectionMatrixRS();
  650. data.view = camera.getViewMatrix();
  651. data.viewProj = data.proj * data.view;
  652. data.invProj = data.proj.inverse();
  653. data.invViewProj = data.viewProj.inverse();
  654. data.viewDir = camera.getForward();
  655. data.viewOrigin = camera.getPosition();
  656. data.deviceZToWorldZ = getDeviceZTransform();
  657. SPtr<ViewportCore> viewport = camera.getViewport();
  658. SPtr<RenderTargetCore> rt = viewport->getTarget();
  659. float halfWidth = viewport->getWidth() * 0.5f;
  660. float halfHeight = viewport->getHeight() * 0.5f;
  661. float rtWidth = (float)rt->getProperties().getWidth();
  662. float rtHeight = (float)rt->getProperties().getHeight();
  663. RenderAPICore& rapi = RenderAPICore::instance();
  664. data.clipToUVScaleOffset.x = halfWidth / rtWidth;
  665. data.clipToUVScaleOffset.y = -halfHeight / rtHeight;
  666. data.clipToUVScaleOffset.z = viewport->getX() / rtWidth + (halfWidth + rapi.getHorizontalTexelOffset()) / rtWidth;
  667. data.clipToUVScaleOffset.w = viewport->getY() / rtHeight + (halfHeight + rapi.getVerticalTexelOffset()) / rtHeight;
  668. return data;
  669. }
  670. void RenderBeast::refreshSamplerOverrides(bool force)
  671. {
  672. for (auto& entry : mSamplerOverrides)
  673. {
  674. SPtr<MaterialCore> material = entry.first;
  675. if (force)
  676. {
  677. SamplerOverrideUtility::destroySamplerOverrides(entry.second);
  678. entry.second = SamplerOverrideUtility::generateSamplerOverrides(material, mCoreOptions);
  679. }
  680. else
  681. {
  682. MaterialSamplerOverrides* materialOverrides = entry.second;
  683. UINT32 numPasses = material->getNumPasses();
  684. assert(numPasses == materialOverrides->numPasses);
  685. for (UINT32 i = 0; i < numPasses; i++)
  686. {
  687. SPtr<PassParametersCore> passParams = material->getPassParameters(i);
  688. PassSamplerOverrides& passOverrides = materialOverrides->passes[i];
  689. for (UINT32 j = 0; j < PassParametersCore::NUM_PARAMS; j++)
  690. {
  691. StageSamplerOverrides& stageOverrides = passOverrides.stages[j];
  692. SPtr<GpuParamsCore> params = passParams->getParamByIdx(j);
  693. if (params == nullptr)
  694. continue;
  695. const GpuParamDesc& paramDesc = params->getParamDesc();
  696. for (auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  697. {
  698. UINT32 slot = iter->second.slot;
  699. SPtr<SamplerStateCore> samplerState = params->getSamplerState(slot);
  700. assert(stageOverrides.numStates > slot);
  701. if (samplerState != stageOverrides.stateOverrides[slot])
  702. {
  703. if (samplerState != nullptr)
  704. stageOverrides.stateOverrides[slot] = SamplerOverrideUtility::generateSamplerOverride(samplerState, mCoreOptions);
  705. else
  706. stageOverrides.stateOverrides[slot] = SamplerOverrideUtility::generateSamplerOverride(SamplerStateCore::getDefault(), mCoreOptions);;
  707. }
  708. }
  709. }
  710. }
  711. }
  712. }
  713. }
  714. void RenderBeast::setPass(const SPtr<PassCore>& pass)
  715. {
  716. THROW_IF_NOT_CORE_THREAD;
  717. RenderAPICore& rs = RenderAPICore::instance();
  718. struct StageData
  719. {
  720. GpuProgramType type;
  721. bool enable;
  722. SPtr<GpuProgramCore> program;
  723. };
  724. const UINT32 numStages = 6;
  725. StageData stages[numStages] =
  726. {
  727. { GPT_VERTEX_PROGRAM, pass->hasVertexProgram(), pass->getVertexProgram() },
  728. { GPT_FRAGMENT_PROGRAM, pass->hasFragmentProgram(), pass->getFragmentProgram() },
  729. { GPT_GEOMETRY_PROGRAM, pass->hasGeometryProgram(), pass->getGeometryProgram() },
  730. { GPT_HULL_PROGRAM, pass->hasHullProgram(), pass->getHullProgram() },
  731. { GPT_DOMAIN_PROGRAM, pass->hasDomainProgram(), pass->getDomainProgram() },
  732. { GPT_COMPUTE_PROGRAM, pass->hasComputeProgram(), pass->getComputeProgram() }
  733. };
  734. for (UINT32 i = 0; i < numStages; i++)
  735. {
  736. const StageData& stage = stages[i];
  737. if (stage.enable)
  738. rs.bindGpuProgram(stage.program);
  739. else
  740. rs.unbindGpuProgram(stage.type);
  741. }
  742. // Set up non-texture related pass settings
  743. if (pass->getBlendState() != nullptr)
  744. rs.setBlendState(pass->getBlendState());
  745. else
  746. rs.setBlendState(BlendStateCore::getDefault());
  747. if (pass->getDepthStencilState() != nullptr)
  748. rs.setDepthStencilState(pass->getDepthStencilState(), pass->getStencilRefValue());
  749. else
  750. rs.setDepthStencilState(DepthStencilStateCore::getDefault(), pass->getStencilRefValue());
  751. if (pass->getRasterizerState() != nullptr)
  752. rs.setRasterizerState(pass->getRasterizerState());
  753. else
  754. rs.setRasterizerState(RasterizerStateCore::getDefault());
  755. }
  756. void RenderBeast::setPassParams(const SPtr<PassParametersCore>& passParams, const PassSamplerOverrides* samplerOverrides)
  757. {
  758. THROW_IF_NOT_CORE_THREAD;
  759. RenderAPICore& rs = RenderAPICore::instance();
  760. struct StageData
  761. {
  762. GpuProgramType type;
  763. SPtr<GpuParamsCore> params;
  764. };
  765. const UINT32 numStages = 6;
  766. StageData stages[numStages] =
  767. {
  768. { GPT_VERTEX_PROGRAM, passParams->mVertParams },
  769. { GPT_FRAGMENT_PROGRAM, passParams->mFragParams },
  770. { GPT_GEOMETRY_PROGRAM, passParams->mGeomParams },
  771. { GPT_HULL_PROGRAM, passParams->mHullParams },
  772. { GPT_DOMAIN_PROGRAM, passParams->mDomainParams },
  773. { GPT_COMPUTE_PROGRAM, passParams->mComputeParams }
  774. };
  775. for (UINT32 i = 0; i < numStages; i++)
  776. {
  777. const StageData& stage = stages[i];
  778. SPtr<GpuParamsCore> params = stage.params;
  779. if (params == nullptr)
  780. continue;
  781. const GpuParamDesc& paramDesc = params->getParamDesc();
  782. for (auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  783. {
  784. SPtr<SamplerStateCore> samplerState;
  785. if (samplerOverrides != nullptr)
  786. samplerState = samplerOverrides->stages[i].stateOverrides[iter->second.slot];
  787. else
  788. samplerState = params->getSamplerState(iter->second.slot);
  789. if (samplerState == nullptr)
  790. rs.setSamplerState(stage.type, iter->second.slot, SamplerStateCore::getDefault());
  791. else
  792. rs.setSamplerState(stage.type, iter->second.slot, samplerState);
  793. }
  794. for (auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
  795. {
  796. SPtr<TextureCore> texture = params->getTexture(iter->second.slot);
  797. if (!params->isLoadStoreTexture(iter->second.slot))
  798. {
  799. if (texture == nullptr)
  800. rs.setTexture(stage.type, iter->second.slot, false, nullptr);
  801. else
  802. rs.setTexture(stage.type, iter->second.slot, true, texture);
  803. }
  804. else
  805. {
  806. const TextureSurface& surface = params->getLoadStoreSurface(iter->second.slot);
  807. if (texture == nullptr)
  808. rs.setLoadStoreTexture(stage.type, iter->second.slot, false, nullptr, surface);
  809. else
  810. rs.setLoadStoreTexture(stage.type, iter->second.slot, true, texture, surface);
  811. }
  812. }
  813. rs.setConstantBuffers(stage.type, params);
  814. }
  815. }
  816. }