BsRenderBeast.cpp 34 KB

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  1. #include "BsRenderBeast.h"
  2. #include "BsCCamera.h"
  3. #include "BsSceneObject.h"
  4. #include "BsSceneManager.h"
  5. #include "BsCRenderable.h"
  6. #include "BsMaterial.h"
  7. #include "BsMesh.h"
  8. #include "BsPass.h"
  9. #include "BsBlendState.h"
  10. #include "BsRasterizerState.h"
  11. #include "BsDepthStencilState.h"
  12. #include "BsSamplerState.h"
  13. #include "BsCoreApplication.h"
  14. #include "BsViewport.h"
  15. #include "BsRenderTarget.h"
  16. #include "BsRenderQueue.h"
  17. #include "BsGUIManager.h"
  18. #include "BsCoreThread.h"
  19. #include "BsGpuParams.h"
  20. #include "BsProfilerCPU.h"
  21. #include "BsShader.h"
  22. #include "BsTechnique.h"
  23. #include "BsHardwareBufferManager.h"
  24. #include "BsGpuParamBlockBuffer.h"
  25. #include "BsShader.h"
  26. #include "BsStaticRenderableHandler.h"
  27. #include "BsTime.h"
  28. #include "BsRenderableElement.h"
  29. #include "BsFrameAlloc.h"
  30. #include "BsCoreObjectManager.h"
  31. #include "BsRenderBeastOptions.h"
  32. #include "BsSamplerOverrides.h"
  33. #include "BsLight.h"
  34. #include "BsRenderTexturePool.h"
  35. #include "BsRenderTargets.h"
  36. using namespace std::placeholders;
  37. namespace BansheeEngine
  38. {
  39. RenderBeast::RenderBeast()
  40. :mOptions(bs_shared_ptr_new<RenderBeastOptions>()), mOptionsDirty(true), mStaticHandler(nullptr)
  41. {
  42. }
  43. const StringID& RenderBeast::getName() const
  44. {
  45. static StringID name = "RenderBeast";
  46. return name;
  47. }
  48. void RenderBeast::_onActivated()
  49. {
  50. CoreRenderer::_onActivated();
  51. gCoreAccessor().queueCommand(std::bind(&RenderBeast::initializeCore, this));
  52. }
  53. void RenderBeast::_onDeactivated()
  54. {
  55. CoreRenderer::_onDeactivated();
  56. gCoreAccessor().queueCommand(std::bind(&RenderBeast::destroyCore, this));
  57. gCoreAccessor().submitToCoreThread(true);
  58. }
  59. void RenderBeast::initializeCore()
  60. {
  61. mCoreOptions = bs_shared_ptr_new<RenderBeastOptions>();
  62. mStaticHandler = bs_new<StaticRenderableHandler>();
  63. RenderTexturePool::startUp();
  64. SPtr<ShaderCore> shader = createDefaultShader();
  65. mDummyMaterial = MaterialCore::create(shader);
  66. }
  67. void RenderBeast::destroyCore()
  68. {
  69. if (mStaticHandler != nullptr)
  70. bs_delete(mStaticHandler);
  71. mRenderTargets.clear();
  72. mCameraData.clear();
  73. mRenderables.clear();
  74. RenderTexturePool::shutDown();
  75. assert(mSamplerOverrides.empty());
  76. mDummyMaterial = nullptr;
  77. }
  78. void RenderBeast::_notifyRenderableAdded(RenderableCore* renderable)
  79. {
  80. UINT32 renderableId = (UINT32)mRenderables.size();
  81. renderable->setRendererId(renderableId);
  82. mRenderables.push_back(RenderableData());
  83. mRenderableShaderData.push_back(RenderableShaderData());
  84. mWorldBounds.push_back(renderable->getBounds());
  85. RenderableData& renderableData = mRenderables.back();
  86. renderableData.renderable = renderable;
  87. RenderableShaderData& shaderData = mRenderableShaderData.back();
  88. shaderData.worldTransform = renderable->getTransform();
  89. shaderData.invWorldTransform = shaderData.worldTransform.inverseAffine();
  90. shaderData.worldNoScaleTransform = renderable->getTransformNoScale();
  91. shaderData.invWorldNoScaleTransform = shaderData.worldNoScaleTransform.inverseAffine();
  92. shaderData.worldDeterminantSign = shaderData.worldTransform.determinant3x3() >= 0.0f ? 1.0f : -1.0f;
  93. if (renderable->getRenderableType() == RenType_LitTextured)
  94. renderableData.controller = mStaticHandler;
  95. else
  96. renderableData.controller = nullptr;
  97. SPtr<MeshCore> mesh = renderable->getMesh();
  98. if (mesh != nullptr)
  99. {
  100. const MeshProperties& meshProps = mesh->getProperties();
  101. for (UINT32 i = 0; i < meshProps.getNumSubMeshes(); i++)
  102. {
  103. renderableData.elements.push_back(BeastRenderableElement());
  104. BeastRenderableElement& renElement = renderableData.elements.back();
  105. renElement.mesh = mesh;
  106. renElement.subMesh = meshProps.getSubMesh(i);
  107. renElement.renderableId = renderableId;
  108. renElement.material = renderable->getMaterial(i);
  109. if (renElement.material == nullptr)
  110. renElement.material = renderable->getMaterial(0);
  111. if (renElement.material == nullptr)
  112. renElement.material = mDummyMaterial;
  113. auto iterFind = mSamplerOverrides.find(renElement.material);
  114. if (iterFind != mSamplerOverrides.end())
  115. {
  116. renElement.samplerOverrides = iterFind->second;
  117. iterFind->second->refCount++;
  118. }
  119. else
  120. {
  121. MaterialSamplerOverrides* samplerOverrides = SamplerOverrideUtility::generateSamplerOverrides(renElement.material, mCoreOptions);
  122. mSamplerOverrides[renElement.material] = samplerOverrides;
  123. renElement.samplerOverrides = samplerOverrides;
  124. samplerOverrides->refCount++;
  125. }
  126. if (renderableData.controller != nullptr)
  127. renderableData.controller->initializeRenderElem(renElement);
  128. }
  129. }
  130. }
  131. void RenderBeast::_notifyRenderableRemoved(RenderableCore* renderable)
  132. {
  133. UINT32 renderableId = renderable->getRendererId();
  134. RenderableCore* lastRenerable = mRenderables.back().renderable;
  135. UINT32 lastRenderableId = lastRenerable->getRendererId();
  136. Vector<BeastRenderableElement>& elements = mRenderables[renderableId].elements;
  137. for (auto& element : elements)
  138. {
  139. auto iterFind = mSamplerOverrides.find(element.material);
  140. assert(iterFind != mSamplerOverrides.end());
  141. MaterialSamplerOverrides* samplerOverrides = iterFind->second;
  142. samplerOverrides->refCount--;
  143. if (samplerOverrides->refCount == 0)
  144. {
  145. SamplerOverrideUtility::destroySamplerOverrides(samplerOverrides);
  146. mSamplerOverrides.erase(iterFind);
  147. }
  148. element.samplerOverrides = nullptr;
  149. }
  150. if (renderableId != lastRenderableId)
  151. {
  152. // Swap current last element with the one we want to erase
  153. std::swap(mRenderables[renderableId], mRenderables[lastRenderableId]);
  154. std::swap(mWorldBounds[renderableId], mWorldBounds[lastRenderableId]);
  155. std::swap(mRenderableShaderData[renderableId], mRenderableShaderData[lastRenderableId]);
  156. lastRenerable->setRendererId(renderableId);
  157. Vector<BeastRenderableElement>& lastRenderableElements = mRenderables[renderableId].elements;
  158. for (auto& element : elements)
  159. element.renderableId = renderableId;
  160. }
  161. // Last element is the one we want to erase
  162. mRenderables.erase(mRenderables.end() - 1);
  163. mWorldBounds.erase(mWorldBounds.end() - 1);
  164. mRenderableShaderData.erase(mRenderableShaderData.end() - 1);
  165. }
  166. void RenderBeast::_notifyRenderableUpdated(RenderableCore* renderable)
  167. {
  168. UINT32 renderableId = renderable->getRendererId();
  169. RenderableShaderData& shaderData = mRenderableShaderData[renderableId];
  170. shaderData.worldTransform = renderable->getTransform();
  171. shaderData.invWorldTransform = shaderData.worldTransform.inverseAffine();
  172. shaderData.worldNoScaleTransform = renderable->getTransformNoScale();
  173. shaderData.invWorldNoScaleTransform = shaderData.worldNoScaleTransform.inverseAffine();
  174. shaderData.worldDeterminantSign = shaderData.worldTransform.determinant3x3() >= 0.0f ? 1.0f : -1.0f;
  175. mWorldBounds[renderableId] = renderable->getBounds();
  176. }
  177. void RenderBeast::_notifyLightAdded(LightCore* light)
  178. {
  179. UINT32 lightId = (UINT32)mLights.size();
  180. light->setRendererId(lightId);
  181. mLights.push_back(LightData());
  182. mLightWorldBounds.push_back(light->getBounds());
  183. LightData& lightData = mLights.back();
  184. lightData.internal = light;
  185. }
  186. void RenderBeast::_notifyLightUpdated(LightCore* light)
  187. {
  188. UINT32 lightId = light->getRendererId();
  189. mLightWorldBounds[lightId] = light->getBounds();
  190. }
  191. void RenderBeast::_notifyLightRemoved(LightCore* light)
  192. {
  193. UINT32 lightId = light->getRendererId();
  194. LightCore* lastLight = mLights.back().internal;
  195. UINT32 lastLightId = lastLight->getRendererId();
  196. if (lightId != lastLightId)
  197. {
  198. // Swap current last element with the one we want to erase
  199. std::swap(mLights[lightId], mLights[lastLightId]);
  200. std::swap(mLightWorldBounds[lightId], mLightWorldBounds[lastLightId]);
  201. lastLight->setRendererId(lightId);
  202. }
  203. // Last element is the one we want to erase
  204. mLights.erase(mLights.end() - 1);
  205. mLightWorldBounds.erase(mLightWorldBounds.end() - 1);
  206. }
  207. void RenderBeast::_notifyCameraAdded(const CameraCore* camera)
  208. {
  209. CameraData& camData = mCameraData[camera];
  210. camData.opaqueQueue = bs_shared_ptr_new<RenderQueue>(mCoreOptions->stateReductionMode);
  211. StateReduction transparentStateReduction = mCoreOptions->stateReductionMode;
  212. if (transparentStateReduction == StateReduction::Material)
  213. transparentStateReduction = StateReduction::Distance; // Transparent object MUST be sorted by distance
  214. camData.transparentQueue = bs_shared_ptr_new<RenderQueue>(transparentStateReduction);
  215. // Register in render target list
  216. SPtr<RenderTargetCore> renderTarget = camera->getViewport()->getTarget();
  217. if (renderTarget == nullptr)
  218. return;
  219. auto findIter = std::find_if(mRenderTargets.begin(), mRenderTargets.end(),
  220. [&](const RenderTargetData& x) { return x.target == renderTarget; });
  221. if (findIter != mRenderTargets.end())
  222. {
  223. findIter->cameras.push_back(camera);
  224. }
  225. else
  226. {
  227. mRenderTargets.push_back(RenderTargetData());
  228. RenderTargetData& renderTargetData = mRenderTargets.back();
  229. renderTargetData.target = renderTarget;
  230. renderTargetData.cameras.push_back(camera);
  231. }
  232. // Sort render targets based on priority
  233. auto cameraComparer = [&](const CameraCore* a, const CameraCore* b) { return a->getPriority() > b->getPriority(); };
  234. auto renderTargetInfoComparer = [&](const RenderTargetData& a, const RenderTargetData& b)
  235. { return a.target->getProperties().getPriority() > b.target->getProperties().getPriority(); };
  236. std::sort(begin(mRenderTargets), end(mRenderTargets), renderTargetInfoComparer);
  237. for (auto& camerasPerTarget : mRenderTargets)
  238. {
  239. Vector<const CameraCore*>& cameras = camerasPerTarget.cameras;
  240. std::sort(begin(cameras), end(cameras), cameraComparer);
  241. }
  242. }
  243. void RenderBeast::_notifyCameraRemoved(const CameraCore* camera)
  244. {
  245. mCameraData.erase(camera);
  246. // Remove from render target list
  247. for (auto iterTarget = mRenderTargets.begin(); iterTarget != mRenderTargets.end(); ++iterTarget)
  248. {
  249. RenderTargetData& target = *iterTarget;
  250. for (auto iterCam = target.cameras.begin(); iterCam != target.cameras.end(); ++iterCam)
  251. {
  252. if (camera == *iterCam)
  253. {
  254. target.cameras.erase(iterCam);
  255. break;
  256. }
  257. }
  258. if (target.cameras.empty())
  259. {
  260. mRenderTargets.erase(iterTarget);
  261. break;
  262. }
  263. }
  264. }
  265. void RenderBeast::setOptions(const SPtr<CoreRendererOptions>& options)
  266. {
  267. mOptions = std::static_pointer_cast<RenderBeastOptions>(options);
  268. mOptionsDirty = true;
  269. }
  270. SPtr<CoreRendererOptions> RenderBeast::getOptions() const
  271. {
  272. return mOptions;
  273. }
  274. void RenderBeast::renderAll()
  275. {
  276. // Sync all dirty sim thread CoreObject data to core thread
  277. CoreObjectManager::instance().syncToCore(gCoreAccessor());
  278. if (mOptionsDirty)
  279. {
  280. gCoreAccessor().queueCommand(std::bind(&RenderBeast::syncRenderOptions, this, *mOptions));
  281. mOptionsDirty = false;
  282. }
  283. gCoreAccessor().queueCommand(std::bind(&RenderBeast::renderAllCore, this, gTime().getTime()));
  284. }
  285. void RenderBeast::syncRenderOptions(const RenderBeastOptions& options)
  286. {
  287. bool filteringChanged = mCoreOptions->filtering != options.filtering;
  288. if (options.filtering == RenderBeastFiltering::Anisotropic)
  289. filteringChanged |= mCoreOptions->anisotropyMax != options.anisotropyMax;
  290. if (filteringChanged)
  291. refreshSamplerOverrides(true);
  292. *mCoreOptions = options;
  293. for (auto& cameraData : mCameraData)
  294. {
  295. cameraData.second.opaqueQueue->setStateReduction(mCoreOptions->stateReductionMode);
  296. StateReduction transparentStateReduction = mCoreOptions->stateReductionMode;
  297. if (transparentStateReduction == StateReduction::Material)
  298. transparentStateReduction = StateReduction::Distance; // Transparent object MUST be sorted by distance
  299. cameraData.second.transparentQueue->setStateReduction(transparentStateReduction);
  300. }
  301. }
  302. void RenderBeast::renderAllCore(float time)
  303. {
  304. THROW_IF_NOT_CORE_THREAD;
  305. // Note: I'm iterating over all sampler states every frame. If this ends up being a performance
  306. // issue consider handling this internally in MaterialCore which can only do it when sampler states
  307. // are actually modified after sync
  308. refreshSamplerOverrides();
  309. // Update global per-frame hardware buffers
  310. mStaticHandler->updatePerFrameBuffers(time);
  311. // Generate render queues per camera
  312. for (auto& cameraData : mCameraData)
  313. {
  314. const CameraCore* camera = cameraData.first;
  315. determineVisible(*camera);
  316. }
  317. // Render everything, target by target
  318. for (auto& renderTargetData : mRenderTargets)
  319. {
  320. SPtr<RenderTargetCore> target = renderTargetData.target;
  321. Vector<const CameraCore*>& cameras = renderTargetData.cameras;
  322. RenderAPICore::instance().beginFrame();
  323. //UINT32 numCameras = (UINT32)cameras.size();
  324. //for (UINT32 i = 0; i < numCameras; i++)
  325. // render(renderTargetData, i);
  326. // BEGIN OLD STUFF
  327. RenderAPICore::instance().setRenderTarget(target);
  328. for(auto& camera : cameras)
  329. {
  330. SPtr<ViewportCore> viewport = camera->getViewport();
  331. RenderAPICore::instance().setViewport(viewport->getNormArea());
  332. UINT32 clearBuffers = 0;
  333. if(viewport->getRequiresColorClear())
  334. clearBuffers |= FBT_COLOR;
  335. if(viewport->getRequiresDepthClear())
  336. clearBuffers |= FBT_DEPTH;
  337. if(viewport->getRequiresStencilClear())
  338. clearBuffers |= FBT_STENCIL;
  339. if(clearBuffers != 0)
  340. RenderAPICore::instance().clearViewport(clearBuffers, viewport->getClearColor(), viewport->getClearDepthValue(), viewport->getClearStencilValue());
  341. renderOLD(*camera);
  342. }
  343. // END OLD STUFF
  344. RenderAPICore::instance().endFrame();
  345. RenderAPICore::instance().swapBuffers(target);
  346. }
  347. }
  348. void RenderBeast::render(RenderTargetData& rtData, UINT32 camIdx)
  349. {
  350. const CameraCore* camera = rtData.cameras[camIdx];
  351. CameraData& camData = mCameraData[camera];
  352. SPtr<ViewportCore> viewport = camera->getViewport();
  353. Matrix4 projMatrix = camera->getProjectionMatrixRS();
  354. Matrix4 viewMatrix = camera->getViewMatrix();
  355. Matrix4 viewProjMatrix = projMatrix * viewMatrix;
  356. mStaticHandler->updatePerCameraBuffers(viewProjMatrix, viewMatrix, projMatrix, camera->getForward());
  357. // Render scene object to g-buffer if there are any
  358. const Vector<RenderQueueElement>& opaqueElements = camData.opaqueQueue->getSortedElements();
  359. bool hasGBuffer = opaqueElements.size() > 0;
  360. if (hasGBuffer)
  361. {
  362. bool createGBuffer = camData.gbuffer == nullptr ||
  363. camData.gbuffer->getHDR() != mCoreOptions->hdr ||
  364. camData.gbuffer->getNumSamples() != mCoreOptions->msaa;
  365. if (createGBuffer)
  366. camData.gbuffer = RenderTargets::create(*viewport, mCoreOptions->hdr, mCoreOptions->msaa);
  367. camData.gbuffer->bind();
  368. UINT32 clearBuffers = 0;
  369. if (viewport->getRequiresColorClear())
  370. clearBuffers |= FBT_COLOR;
  371. if (viewport->getRequiresDepthClear())
  372. clearBuffers |= FBT_DEPTH;
  373. if (viewport->getRequiresStencilClear())
  374. clearBuffers |= FBT_STENCIL;
  375. if (clearBuffers != 0)
  376. RenderAPICore::instance().clearViewport(clearBuffers, viewport->getClearColor(), viewport->getClearDepthValue(), viewport->getClearStencilValue());
  377. for (auto iter = opaqueElements.begin(); iter != opaqueElements.end(); ++iter)
  378. {
  379. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  380. SPtr<MaterialCore> material = renderElem->material;
  381. UINT32 rendererId = renderElem->renderableId;
  382. Matrix4 worldViewProjMatrix = viewProjMatrix * mRenderableShaderData[rendererId].worldTransform;
  383. mStaticHandler->updatePerObjectBuffers(*renderElem, mRenderableShaderData[rendererId], worldViewProjMatrix);
  384. mStaticHandler->bindGlobalBuffers(*renderElem); // Note: If I can keep global buffer slot indexes the same between shaders I could only bind these once
  385. mStaticHandler->bindPerObjectBuffers(*renderElem);
  386. if (iter->applyPass)
  387. {
  388. SPtr<PassCore> pass = material->getPass(iter->passIdx);
  389. setPass(pass);
  390. }
  391. SPtr<PassParametersCore> passParams = material->getPassParameters(iter->passIdx);
  392. if (renderElem->samplerOverrides != nullptr)
  393. setPassParams(passParams, &renderElem->samplerOverrides->passes[iter->passIdx]);
  394. else
  395. setPassParams(passParams, nullptr);
  396. draw(iter->renderElem->mesh, iter->renderElem->subMesh);
  397. }
  398. }
  399. else
  400. camData.gbuffer = nullptr;
  401. // Prepare final render target
  402. SPtr<RenderTargetCore> target = rtData.target;
  403. // If first camera in render target, prepare the RT
  404. if (camIdx == 0)
  405. {
  406. RenderAPICore::instance().setRenderTarget(target);
  407. RenderAPICore::instance().setViewport(viewport->getNormArea());
  408. UINT32 clearBuffers = 0;
  409. if (viewport->getRequiresColorClear())
  410. clearBuffers |= FBT_COLOR;
  411. if (viewport->getRequiresDepthClear())
  412. clearBuffers |= FBT_DEPTH;
  413. if (viewport->getRequiresStencilClear())
  414. clearBuffers |= FBT_STENCIL;
  415. if (clearBuffers != 0)
  416. RenderAPICore::instance().clearViewport(clearBuffers, viewport->getClearColor(), viewport->getClearDepthValue(), viewport->getClearStencilValue());
  417. }
  418. // Trigger pre-scene callbacks
  419. auto iterCameraCallbacks = mRenderCallbacks.find(camera);
  420. if (iterCameraCallbacks != mRenderCallbacks.end())
  421. {
  422. for (auto& callbackPair : iterCameraCallbacks->second)
  423. {
  424. if (callbackPair.first >= 0)
  425. break;
  426. callbackPair.second();
  427. }
  428. }
  429. // Resolve gbuffer if there is one
  430. if (hasGBuffer)
  431. {
  432. // TODO - Render lights
  433. // TODO - Resolve to render target
  434. camData.gbuffer->unbind();
  435. }
  436. // Render transparent objects
  437. const Vector<RenderQueueElement>& transparentElements = camData.transparentQueue->getSortedElements();
  438. for (auto iter = transparentElements.begin(); iter != transparentElements.end(); ++iter)
  439. {
  440. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  441. SPtr<MaterialCore> material = renderElem->material;
  442. UINT32 rendererId = renderElem->renderableId;
  443. Matrix4 worldViewProjMatrix = viewProjMatrix * mRenderableShaderData[rendererId].worldTransform;
  444. mStaticHandler->updatePerObjectBuffers(*renderElem, mRenderableShaderData[rendererId], worldViewProjMatrix);
  445. mStaticHandler->bindGlobalBuffers(*renderElem); // Note: If I can keep global buffer slot indexes the same between shaders I could only bind these once
  446. mStaticHandler->bindPerObjectBuffers(*renderElem);
  447. if (iter->applyPass)
  448. {
  449. SPtr<PassCore> pass = material->getPass(iter->passIdx);
  450. setPass(pass);
  451. }
  452. SPtr<PassParametersCore> passParams = material->getPassParameters(iter->passIdx);
  453. if (renderElem->samplerOverrides != nullptr)
  454. setPassParams(passParams, &renderElem->samplerOverrides->passes[iter->passIdx]);
  455. else
  456. setPassParams(passParams, nullptr);
  457. draw(iter->renderElem->mesh, iter->renderElem->subMesh);
  458. }
  459. camData.opaqueQueue->clear();
  460. camData.transparentQueue->clear();
  461. // Render post-scene callbacks
  462. if (iterCameraCallbacks != mRenderCallbacks.end())
  463. {
  464. for (auto& callbackPair : iterCameraCallbacks->second)
  465. {
  466. if (callbackPair.first < 0)
  467. continue;
  468. callbackPair.second();
  469. }
  470. }
  471. }
  472. void RenderBeast::renderOLD(const CameraCore& camera)
  473. {
  474. THROW_IF_NOT_CORE_THREAD;
  475. RenderAPICore& rs = RenderAPICore::instance();
  476. CameraData& cameraData = mCameraData[&camera];
  477. Matrix4 projMatrix = camera.getProjectionMatrixRS();
  478. Matrix4 viewMatrix = camera.getViewMatrix();
  479. Matrix4 viewProjMatrix = projMatrix * viewMatrix;
  480. // Trigger pre-render callbacks
  481. auto iterCameraCallbacks = mRenderCallbacks.find(&camera);
  482. if (iterCameraCallbacks != mRenderCallbacks.end())
  483. {
  484. for (auto& callbackPair : iterCameraCallbacks->second)
  485. {
  486. if (callbackPair.first >= 0)
  487. break;
  488. callbackPair.second();
  489. }
  490. }
  491. // Render opaque
  492. //// Update global per-frame hardware buffers
  493. mStaticHandler->updatePerCameraBuffers(viewProjMatrix, viewMatrix, projMatrix, camera.getForward());
  494. // TODO - This bit can be removed once I fully switch to deferred
  495. const Vector<RenderQueueElement>& opaqueElements = cameraData.opaqueQueue->getSortedElements();
  496. for(auto iter = opaqueElements.begin(); iter != opaqueElements.end(); ++iter)
  497. {
  498. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  499. SPtr<MaterialCore> material = renderElem->material;
  500. UINT32 rendererId = renderElem->renderableId;
  501. Matrix4 worldViewProjMatrix = viewProjMatrix * mRenderableShaderData[rendererId].worldTransform;
  502. mStaticHandler->updatePerObjectBuffers(*renderElem, mRenderableShaderData[rendererId], worldViewProjMatrix);
  503. mStaticHandler->bindGlobalBuffers(*renderElem); // Note: If I can keep global buffer slot indexes the same between shaders I could only bind these once
  504. mStaticHandler->bindPerObjectBuffers(*renderElem);
  505. if (iter->applyPass)
  506. {
  507. SPtr<PassCore> pass = material->getPass(iter->passIdx);
  508. setPass(pass);
  509. }
  510. {
  511. SPtr<PassParametersCore> passParams = material->getPassParameters(iter->passIdx);
  512. if (renderElem->samplerOverrides != nullptr)
  513. setPassParams(passParams, &renderElem->samplerOverrides->passes[iter->passIdx]);
  514. else
  515. setPassParams(passParams, nullptr);
  516. }
  517. draw(iter->renderElem->mesh, iter->renderElem->subMesh);
  518. }
  519. // Render transparent
  520. const Vector<RenderQueueElement>& transparentElements = cameraData.transparentQueue->getSortedElements();
  521. for (auto iter = transparentElements.begin(); iter != transparentElements.end(); ++iter)
  522. {
  523. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  524. SPtr<MaterialCore> material = renderElem->material;
  525. UINT32 rendererId = renderElem->renderableId;
  526. Matrix4 worldViewProjMatrix = viewProjMatrix * mRenderableShaderData[rendererId].worldTransform;
  527. mStaticHandler->updatePerObjectBuffers(*renderElem, mRenderableShaderData[rendererId], worldViewProjMatrix);
  528. mStaticHandler->bindGlobalBuffers(*renderElem); // Note: If I can keep global buffer slot indexes the same between shaders I could only bind these once
  529. mStaticHandler->bindPerObjectBuffers(*renderElem);
  530. if (iter->applyPass)
  531. {
  532. SPtr<PassCore> pass = material->getPass(iter->passIdx);
  533. setPass(pass);
  534. }
  535. SPtr<PassParametersCore> passParams = material->getPassParameters(iter->passIdx);
  536. if (renderElem->samplerOverrides != nullptr)
  537. setPassParams(passParams, &renderElem->samplerOverrides->passes[iter->passIdx]);
  538. else
  539. setPassParams(passParams, nullptr);
  540. draw(iter->renderElem->mesh, iter->renderElem->subMesh);
  541. }
  542. cameraData.opaqueQueue->clear();
  543. cameraData.transparentQueue->clear();
  544. // Trigger post-render callbacks
  545. if (iterCameraCallbacks != mRenderCallbacks.end())
  546. {
  547. for (auto& callbackPair : iterCameraCallbacks->second)
  548. {
  549. if (callbackPair.first < 0)
  550. continue;
  551. callbackPair.second();
  552. }
  553. }
  554. }
  555. void RenderBeast::determineVisible(const CameraCore& camera)
  556. {
  557. CameraData& cameraData = mCameraData[&camera];
  558. UINT64 cameraLayers = camera.getLayers();
  559. ConvexVolume worldFrustum = camera.getWorldFrustum();
  560. // Update per-object param buffers and queue render elements
  561. for (auto& renderableData : mRenderables)
  562. {
  563. RenderableCore* renderable = renderableData.renderable;
  564. RenderableHandler* controller = renderableData.controller;
  565. UINT32 renderableType = renderable->getRenderableType();
  566. UINT32 rendererId = renderable->getRendererId();
  567. if ((renderable->getLayer() & cameraLayers) == 0)
  568. continue;
  569. // Do frustum culling
  570. // TODO - This is bound to be a bottleneck at some point. When it is ensure that intersect
  571. // methods use vector operations, as it is trivial to update them.
  572. const Sphere& boundingSphere = mWorldBounds[rendererId].getSphere();
  573. if (worldFrustum.intersects(boundingSphere))
  574. {
  575. // More precise with the box
  576. const AABox& boundingBox = mWorldBounds[rendererId].getBox();
  577. if (worldFrustum.intersects(boundingBox))
  578. {
  579. float distanceToCamera = (camera.getPosition() - boundingBox.getCenter()).length();
  580. for (auto& renderElem : renderableData.elements)
  581. {
  582. bool isTransparent = (renderElem.material->getShader()->getFlags() & (UINT32)ShaderFlags::Transparent) != 0;
  583. if (isTransparent)
  584. cameraData.transparentQueue->add(&renderElem, distanceToCamera);
  585. else
  586. cameraData.opaqueQueue->add(&renderElem, distanceToCamera);
  587. }
  588. }
  589. }
  590. }
  591. cameraData.opaqueQueue->sort();
  592. cameraData.transparentQueue->sort();
  593. }
  594. Vector2 RenderBeast::getDeviceZTransform(const Matrix4& projMatrix)
  595. {
  596. Vector2 output;
  597. output.x = 1.0f / projMatrix[2][2];
  598. output.y = projMatrix[2][3] / projMatrix[2][2];
  599. return output;
  600. }
  601. void RenderBeast::refreshSamplerOverrides(bool force)
  602. {
  603. for (auto& entry : mSamplerOverrides)
  604. {
  605. SPtr<MaterialCore> material = entry.first;
  606. if (force)
  607. {
  608. SamplerOverrideUtility::destroySamplerOverrides(entry.second);
  609. entry.second = SamplerOverrideUtility::generateSamplerOverrides(material, mCoreOptions);
  610. }
  611. else
  612. {
  613. MaterialSamplerOverrides* materialOverrides = entry.second;
  614. UINT32 numPasses = material->getNumPasses();
  615. assert(numPasses == materialOverrides->numPasses);
  616. for (UINT32 i = 0; i < numPasses; i++)
  617. {
  618. SPtr<PassParametersCore> passParams = material->getPassParameters(i);
  619. PassSamplerOverrides& passOverrides = materialOverrides->passes[i];
  620. for (UINT32 j = 0; j < PassParametersCore::NUM_PARAMS; j++)
  621. {
  622. StageSamplerOverrides& stageOverrides = passOverrides.stages[j];
  623. SPtr<GpuParamsCore> params = passParams->getParamByIdx(j);
  624. if (params == nullptr)
  625. continue;
  626. const GpuParamDesc& paramDesc = params->getParamDesc();
  627. for (auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  628. {
  629. UINT32 slot = iter->second.slot;
  630. SPtr<SamplerStateCore> samplerState = params->getSamplerState(slot);
  631. assert(stageOverrides.numStates > slot);
  632. if (samplerState != stageOverrides.stateOverrides[slot])
  633. {
  634. if (samplerState != nullptr)
  635. stageOverrides.stateOverrides[slot] = SamplerOverrideUtility::generateSamplerOverride(samplerState, mCoreOptions);
  636. else
  637. stageOverrides.stateOverrides[slot] = SamplerOverrideUtility::generateSamplerOverride(SamplerStateCore::getDefault(), mCoreOptions);;
  638. }
  639. }
  640. }
  641. }
  642. }
  643. }
  644. }
  645. void RenderBeast::setPass(const SPtr<PassCore>& pass)
  646. {
  647. THROW_IF_NOT_CORE_THREAD;
  648. RenderAPICore& rs = RenderAPICore::instance();
  649. struct StageData
  650. {
  651. GpuProgramType type;
  652. bool enable;
  653. SPtr<GpuProgramCore> program;
  654. };
  655. const UINT32 numStages = 6;
  656. StageData stages[numStages] =
  657. {
  658. { GPT_VERTEX_PROGRAM, pass->hasVertexProgram(), pass->getVertexProgram() },
  659. { GPT_FRAGMENT_PROGRAM, pass->hasFragmentProgram(), pass->getFragmentProgram() },
  660. { GPT_GEOMETRY_PROGRAM, pass->hasGeometryProgram(), pass->getGeometryProgram() },
  661. { GPT_HULL_PROGRAM, pass->hasHullProgram(), pass->getHullProgram() },
  662. { GPT_DOMAIN_PROGRAM, pass->hasDomainProgram(), pass->getDomainProgram() },
  663. { GPT_COMPUTE_PROGRAM, pass->hasComputeProgram(), pass->getComputeProgram() }
  664. };
  665. for (UINT32 i = 0; i < numStages; i++)
  666. {
  667. const StageData& stage = stages[i];
  668. if (stage.enable)
  669. rs.bindGpuProgram(stage.program);
  670. else
  671. rs.unbindGpuProgram(stage.type);
  672. }
  673. // Set up non-texture related pass settings
  674. if (pass->getBlendState() != nullptr)
  675. rs.setBlendState(pass->getBlendState());
  676. else
  677. rs.setBlendState(BlendStateCore::getDefault());
  678. if (pass->getDepthStencilState() != nullptr)
  679. rs.setDepthStencilState(pass->getDepthStencilState(), pass->getStencilRefValue());
  680. else
  681. rs.setDepthStencilState(DepthStencilStateCore::getDefault(), pass->getStencilRefValue());
  682. if (pass->getRasterizerState() != nullptr)
  683. rs.setRasterizerState(pass->getRasterizerState());
  684. else
  685. rs.setRasterizerState(RasterizerStateCore::getDefault());
  686. }
  687. void RenderBeast::setPassParams(const SPtr<PassParametersCore>& passParams, const PassSamplerOverrides* samplerOverrides)
  688. {
  689. THROW_IF_NOT_CORE_THREAD;
  690. RenderAPICore& rs = RenderAPICore::instance();
  691. struct StageData
  692. {
  693. GpuProgramType type;
  694. SPtr<GpuParamsCore> params;
  695. };
  696. const UINT32 numStages = 6;
  697. StageData stages[numStages] =
  698. {
  699. { GPT_VERTEX_PROGRAM, passParams->mVertParams },
  700. { GPT_FRAGMENT_PROGRAM, passParams->mFragParams },
  701. { GPT_GEOMETRY_PROGRAM, passParams->mGeomParams },
  702. { GPT_HULL_PROGRAM, passParams->mHullParams },
  703. { GPT_DOMAIN_PROGRAM, passParams->mDomainParams },
  704. { GPT_COMPUTE_PROGRAM, passParams->mComputeParams }
  705. };
  706. for (UINT32 i = 0; i < numStages; i++)
  707. {
  708. const StageData& stage = stages[i];
  709. SPtr<GpuParamsCore> params = stage.params;
  710. if (params == nullptr)
  711. continue;
  712. const GpuParamDesc& paramDesc = params->getParamDesc();
  713. for (auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  714. {
  715. SPtr<SamplerStateCore> samplerState;
  716. if (samplerOverrides != nullptr)
  717. samplerState = samplerOverrides->stages[i].stateOverrides[iter->second.slot];
  718. else
  719. samplerState = params->getSamplerState(iter->second.slot);
  720. if (samplerState == nullptr)
  721. rs.setSamplerState(stage.type, iter->second.slot, SamplerStateCore::getDefault());
  722. else
  723. rs.setSamplerState(stage.type, iter->second.slot, samplerState);
  724. }
  725. for (auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
  726. {
  727. SPtr<TextureCore> texture = params->getTexture(iter->second.slot);
  728. if (!params->isLoadStoreTexture(iter->second.slot))
  729. {
  730. if (texture == nullptr)
  731. rs.setTexture(stage.type, iter->second.slot, false, nullptr);
  732. else
  733. rs.setTexture(stage.type, iter->second.slot, true, texture);
  734. }
  735. else
  736. {
  737. const TextureSurface& surface = params->getLoadStoreSurface(iter->second.slot);
  738. if (texture == nullptr)
  739. rs.setLoadStoreTexture(stage.type, iter->second.slot, false, nullptr, surface);
  740. else
  741. rs.setLoadStoreTexture(stage.type, iter->second.slot, true, texture, surface);
  742. }
  743. }
  744. rs.setConstantBuffers(stage.type, params);
  745. }
  746. }
  747. SPtr<ShaderCore> RenderBeast::createDefaultShader()
  748. {
  749. StringID rsName = RenderAPICore::instance().getName();
  750. SPtr<GpuProgramCore> vsProgram;
  751. SPtr<GpuProgramCore> psProgram;
  752. if (rsName == RenderAPIDX11)
  753. {
  754. String vsCode = R"(
  755. cbuffer PerObject
  756. {
  757. float4x4 gMatWorldViewProj;
  758. float4x4 gMatWorld;
  759. float4x4 gMatInvWorld;
  760. float4x4 gMatWorldNoScale;
  761. float4x4 gMatInvWorldNoScale;
  762. float gWorldDeterminantSign;
  763. }
  764. void vs_main(
  765. in float3 inPos : POSITION,
  766. in float3 inNormal : NORMAL,
  767. out float4 oPosition : SV_Position,
  768. out float3 oNormal : NORMAL)
  769. {
  770. oPosition = mul(gMatWorldViewProj, float4(inPos.xyz, 1));
  771. oNormal = inNormal;
  772. })";
  773. String psCode = R"(
  774. cbuffer PerCamera
  775. {
  776. float3 gViewDir;
  777. float4x4 gMatViewProj;
  778. float4x4 gMatView;
  779. float4x4 gMatProj;
  780. }
  781. float4 ps_main(
  782. in float4 inPos : SV_Position,
  783. in float3 normal : NORMAL) : SV_Target
  784. {
  785. float4 outColor = float4(0.3f, 0.3f, 0.3f, 1.0f) * clamp(dot(normalize(normal), -gViewDir), 0.5f, 1.0);
  786. outColor.a = 1.0f;
  787. return outColor;
  788. })";
  789. vsProgram = GpuProgramCore::create(vsCode, "vs_main", "hlsl", GPT_VERTEX_PROGRAM, GPP_VS_4_0);
  790. psProgram = GpuProgramCore::create(psCode, "ps_main", "hlsl", GPT_FRAGMENT_PROGRAM, GPP_FS_4_0);
  791. }
  792. else if (rsName == RenderAPIDX9)
  793. {
  794. String vsCode = R"(
  795. BS_PARAM_BLOCK PerObject { gMatWorldViewProj, gMatWorld, gMatInvWorld, gMatWorldNoScale, gMatInvWorldNoScale, gMatWorldDeterminantSign }
  796. float4x4 gMatWorldViewProj;
  797. float4x4 gMatWorld;
  798. float4x4 gMatInvWorld;
  799. float4x4 gMatWorldNoScale;
  800. float4x4 gMatInvWorldNoScale;
  801. float gWorldDeterminantSign;
  802. void vs_main(
  803. in float3 inPos : POSITION,
  804. in float3 inNormal : NORMAL,
  805. out float4 oPosition : POSITION,
  806. out float3 oNormal : TEXCOORD0)
  807. {
  808. oPosition = mul(gMatWorldViewProj, float4(inPos.xyz, 1));
  809. oNormal = inNormal;
  810. })";
  811. String psCode = R"(
  812. BS_PARAM_BLOCK PerCamera { gViewDir, gMatViewProj, gMatView, gMatProj }
  813. float3 gViewDir;
  814. float4x4 gMatViewProj;
  815. float4x4 gMatView;
  816. float4x4 gMatProj;
  817. float4 ps_main(
  818. in float3 inPos : POSITION,
  819. in float3 inNormal : TEXCOORD0) : COLOR0
  820. {
  821. float4 outColor = float4(0.3f, 0.3f, 0.3f, 1.0f) * clamp(dot(normalize(inNormal), -gViewDir), 0.5f, 1.0);
  822. outColor.a = 1.0f;
  823. return outColor;
  824. })";
  825. vsProgram = GpuProgramCore::create(vsCode, "vs_main", "hlsl9", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
  826. psProgram = GpuProgramCore::create(psCode, "ps_main", "hlsl9", GPT_FRAGMENT_PROGRAM, GPP_FS_2_0);
  827. }
  828. else if (rsName == RenderAPIOpenGL)
  829. {
  830. String vsCode = R"(
  831. uniform PerObject
  832. {
  833. mat4 gMatWorldViewProj;
  834. mat4 gMatWorld;
  835. mat4 gMatInvWorld;
  836. mat4 gMatWorldNoScale;
  837. mat4 gMatInvWorldNoScale;
  838. float gWorldDeterminantSign;
  839. };
  840. in vec3 bs_position;
  841. in vec3 bs_normal;
  842. out vec3 normal;
  843. out gl_PerVertex
  844. {
  845. vec4 gl_Position;
  846. };
  847. void main()
  848. {
  849. gl_Position = gMatWorldViewProj * vec4(bs_position.xyz, 1);
  850. normal = bs_normal;
  851. })";
  852. String psCode = R"(
  853. uniform PerCamera
  854. {
  855. vec3 gViewDir;
  856. mat4 gMatViewProj;
  857. mat4 gMatView;
  858. mat4 gMatProj;
  859. };
  860. in vec3 normal;
  861. out vec4 fragColor;
  862. void main()
  863. {
  864. vec4 outColor = vec4(0.3f, 0.3f, 0.3f, 1.0f) * clamp(dot(normalize(normal), -gViewDir), 0.5f, 1.0);
  865. outColor.a = 1.0f;
  866. fragColor = outColor;
  867. })";
  868. vsProgram = GpuProgramCore::create(vsCode, "main", "glsl", GPT_VERTEX_PROGRAM, GPP_VS_4_0);
  869. psProgram = GpuProgramCore::create(psCode, "main", "glsl", GPT_FRAGMENT_PROGRAM, GPP_FS_4_0);
  870. }
  871. PASS_DESC_CORE passDesc;
  872. passDesc.vertexProgram = vsProgram;
  873. passDesc.fragmentProgram = psProgram;
  874. SPtr<PassCore> newPass = PassCore::create(passDesc);
  875. SPtr<TechniqueCore> newTechnique = TechniqueCore::create(rsName, RendererDefault, { newPass });
  876. SHADER_DESC_CORE shaderDesc;
  877. shaderDesc.setParamBlockAttribs("PerObject", true, GPBU_DYNAMIC, RBS_PerObject);
  878. shaderDesc.setParamBlockAttribs("PerCamera", true, GPBU_DYNAMIC, RBS_PerCamera);
  879. shaderDesc.addParameter("gMatWorldViewProj", "gMatWorldViewProj", GPDT_MATRIX_4X4, RPS_WorldViewProjTfrm);
  880. shaderDesc.addParameter("gViewDir", "gViewDir", GPDT_FLOAT3, RPS_ViewDir);
  881. SPtr<ShaderCore> defaultShader = ShaderCore::create("DummyShader", shaderDesc, { newTechnique });
  882. return defaultShader;
  883. }
  884. }