BsRendererScene.cpp 21 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "BsRendererScene.h"
  4. #include "BsCamera.h"
  5. #include "BsLight.h"
  6. #include "BsLightProbeCache.h"
  7. #include "BsReflectionProbe.h"
  8. #include "BsMesh.h"
  9. #include "BsRenderer.h"
  10. #include "BsPass.h"
  11. #include "BsGpuParamsSet.h"
  12. #include "BsRenderBeastOptions.h"
  13. namespace bs { namespace ct
  14. {
  15. RendererScene::RendererScene(const SPtr<RenderBeastOptions>& options)
  16. :mOptions(options)
  17. {
  18. mDefaultMaterial = bs_new<DefaultMaterial>();
  19. }
  20. RendererScene::~RendererScene()
  21. {
  22. for (auto& entry : mInfo.renderables)
  23. bs_delete(entry);
  24. for (auto& entry : mInfo.views)
  25. bs_delete(entry.second);
  26. assert(mSamplerOverrides.empty());
  27. bs_delete(mDefaultMaterial);
  28. }
  29. void RendererScene::registerCamera(const Camera* camera)
  30. {
  31. RendererView* view = updateCameraData(camera);
  32. view->updatePerViewBuffer();
  33. }
  34. void RendererScene::updateCamera(const Camera* camera, UINT32 updateFlag)
  35. {
  36. RendererView* rendererCam;
  37. if((updateFlag & (UINT32)CameraDirtyFlag::Everything) != 0)
  38. {
  39. rendererCam = updateCameraData(camera);
  40. }
  41. else if((updateFlag & (UINT32)CameraDirtyFlag::PostProcess) != 0)
  42. {
  43. rendererCam = mInfo.views[camera];
  44. rendererCam->setPostProcessSettings(camera->getPostProcessSettings());
  45. }
  46. else // Transform
  47. {
  48. rendererCam = mInfo.views[camera];
  49. rendererCam->setTransform(
  50. camera->getPosition(),
  51. camera->getForward(),
  52. camera->getViewMatrix(),
  53. camera->getProjectionMatrixRS(),
  54. camera->getWorldFrustum());
  55. }
  56. rendererCam->updatePerViewBuffer();
  57. }
  58. void RendererScene::unregisterCamera(const Camera* camera)
  59. {
  60. updateCameraData(camera, true);
  61. }
  62. void RendererScene::registerLight(Light* light)
  63. {
  64. if (light->getType() == LightType::Directional)
  65. {
  66. UINT32 lightId = (UINT32)mInfo.directionalLights.size();
  67. light->setRendererId(lightId);
  68. mInfo.directionalLights.push_back(RendererLight(light));
  69. }
  70. else
  71. {
  72. if (light->getType() == LightType::Radial)
  73. {
  74. UINT32 lightId = (UINT32)mInfo.radialLights.size();
  75. light->setRendererId(lightId);
  76. mInfo.radialLights.push_back(RendererLight(light));
  77. mInfo.radialLightWorldBounds.push_back(light->getBounds());
  78. }
  79. else // Spot
  80. {
  81. UINT32 lightId = (UINT32)mInfo.spotLights.size();
  82. light->setRendererId(lightId);
  83. mInfo.spotLights.push_back(RendererLight(light));
  84. mInfo.spotLightWorldBounds.push_back(light->getBounds());
  85. }
  86. }
  87. }
  88. void RendererScene::updateLight(Light* light)
  89. {
  90. UINT32 lightId = light->getRendererId();
  91. if (light->getType() == LightType::Radial)
  92. mInfo.radialLightWorldBounds[lightId] = light->getBounds();
  93. else if(light->getType() == LightType::Spot)
  94. mInfo.spotLightWorldBounds[lightId] = light->getBounds();
  95. }
  96. void RendererScene::unregisterLight(Light* light)
  97. {
  98. UINT32 lightId = light->getRendererId();
  99. if (light->getType() == LightType::Directional)
  100. {
  101. Light* lastLight = mInfo.directionalLights.back().getInternal();
  102. UINT32 lastLightId = lastLight->getRendererId();
  103. if (lightId != lastLightId)
  104. {
  105. // Swap current last element with the one we want to erase
  106. std::swap(mInfo.directionalLights[lightId], mInfo.directionalLights[lastLightId]);
  107. lastLight->setRendererId(lightId);
  108. }
  109. // Last element is the one we want to erase
  110. mInfo.directionalLights.erase(mInfo.directionalLights.end() - 1);
  111. }
  112. else
  113. {
  114. if (light->getType() == LightType::Radial)
  115. {
  116. Light* lastLight = mInfo.radialLights.back().getInternal();
  117. UINT32 lastLightId = lastLight->getRendererId();
  118. if (lightId != lastLightId)
  119. {
  120. // Swap current last element with the one we want to erase
  121. std::swap(mInfo.radialLights[lightId], mInfo.radialLights[lastLightId]);
  122. std::swap(mInfo.radialLightWorldBounds[lightId], mInfo.radialLightWorldBounds[lastLightId]);
  123. lastLight->setRendererId(lightId);
  124. }
  125. // Last element is the one we want to erase
  126. mInfo.radialLights.erase(mInfo.radialLights.end() - 1);
  127. mInfo.radialLightWorldBounds.erase(mInfo.radialLightWorldBounds.end() - 1);
  128. }
  129. else // Spot
  130. {
  131. Light* lastLight = mInfo.spotLights.back().getInternal();
  132. UINT32 lastLightId = lastLight->getRendererId();
  133. if (lightId != lastLightId)
  134. {
  135. // Swap current last element with the one we want to erase
  136. std::swap(mInfo.spotLights[lightId], mInfo.spotLights[lastLightId]);
  137. std::swap(mInfo.spotLightWorldBounds[lightId], mInfo.spotLightWorldBounds[lastLightId]);
  138. lastLight->setRendererId(lightId);
  139. }
  140. // Last element is the one we want to erase
  141. mInfo.spotLights.erase(mInfo.spotLights.end() - 1);
  142. mInfo.spotLightWorldBounds.erase(mInfo.spotLightWorldBounds.end() - 1);
  143. }
  144. }
  145. }
  146. void RendererScene::registerRenderable(Renderable* renderable)
  147. {
  148. UINT32 renderableId = (UINT32)mInfo.renderables.size();
  149. renderable->setRendererId(renderableId);
  150. mInfo.renderables.push_back(bs_new<RendererObject>());
  151. mInfo.renderableCullInfos.push_back(CullInfo(renderable->getBounds(), renderable->getLayer()));
  152. RendererObject* rendererObject = mInfo.renderables.back();
  153. rendererObject->renderable = renderable;
  154. rendererObject->updatePerObjectBuffer();
  155. SPtr<Mesh> mesh = renderable->getMesh();
  156. if (mesh != nullptr)
  157. {
  158. const MeshProperties& meshProps = mesh->getProperties();
  159. SPtr<VertexDeclaration> vertexDecl = mesh->getVertexData()->vertexDeclaration;
  160. for (UINT32 i = 0; i < meshProps.getNumSubMeshes(); i++)
  161. {
  162. rendererObject->elements.push_back(BeastRenderableElement());
  163. BeastRenderableElement& renElement = rendererObject->elements.back();
  164. renElement.mesh = mesh;
  165. renElement.subMesh = meshProps.getSubMesh(i);
  166. renElement.renderableId = renderableId;
  167. renElement.animType = renderable->getAnimType();
  168. renElement.animationId = renderable->getAnimationId();
  169. renElement.morphShapeVersion = 0;
  170. renElement.morphShapeBuffer = renderable->getMorphShapeBuffer();
  171. renElement.boneMatrixBuffer = renderable->getBoneMatrixBuffer();
  172. renElement.morphVertexDeclaration = renderable->getMorphVertexDeclaration();
  173. renElement.material = renderable->getMaterial(i);
  174. if (renElement.material == nullptr)
  175. renElement.material = renderable->getMaterial(0);
  176. if (renElement.material != nullptr && renElement.material->getShader() == nullptr)
  177. renElement.material = nullptr;
  178. // If no mInfo.aterial use the default mInfo.aterial
  179. if (renElement.material == nullptr)
  180. renElement.material = mDefaultMaterial->getMaterial();
  181. // Determine which technique to use
  182. static StringID techniqueIDLookup[4] = { StringID::NONE, RTag_Skinned, RTag_Morph, RTag_SkinnedMorph };
  183. static_assert((UINT32)RenderableAnimType::Count == 4, "RenderableAnimType is expected to have four sequential entries.");
  184. UINT32 techniqueIdx = -1;
  185. RenderableAnimType animType = renderable->getAnimType();
  186. if (animType != RenderableAnimType::None)
  187. techniqueIdx = renElement.material->findTechnique(techniqueIDLookup[(int)animType]);
  188. if (techniqueIdx == (UINT32)-1)
  189. techniqueIdx = renElement.material->getDefaultTechnique();
  190. renElement.techniqueIdx = techniqueIdx;
  191. // Validate mesh <-> shader vertex bindings
  192. if (renElement.material != nullptr)
  193. {
  194. UINT32 numPasses = renElement.material->getNumPasses(techniqueIdx);
  195. for (UINT32 j = 0; j < numPasses; j++)
  196. {
  197. SPtr<Pass> pass = renElement.material->getPass(j, techniqueIdx);
  198. SPtr<VertexDeclaration> shaderDecl = pass->getVertexProgram()->getInputDeclaration();
  199. if (!vertexDecl->isCompatible(shaderDecl))
  200. {
  201. Vector<VertexElement> missingElements = vertexDecl->getMissingElements(shaderDecl);
  202. // If using mInfo.orph shapes ignore POSITION1 and NORMAL1 mInfo.issing since we assign them from within the renderer
  203. if (animType == RenderableAnimType::Morph || animType == RenderableAnimType::SkinnedMorph)
  204. {
  205. auto removeIter = std::remove_if(missingElements.begin(), missingElements.end(), [](const VertexElement& x)
  206. {
  207. return (x.getSemantic() == VES_POSITION && x.getSemanticIdx() == 1) ||
  208. (x.getSemantic() == VES_NORMAL && x.getSemanticIdx() == 1);
  209. });
  210. missingElements.erase(removeIter, missingElements.end());
  211. }
  212. if (!missingElements.empty())
  213. {
  214. StringStream wrnStream;
  215. wrnStream << "Provided mesh is mInfo.issing required vertex attributes to render with the provided shader. Missing elements: " << std::endl;
  216. for (auto& entry : missingElements)
  217. wrnStream << "\t" << toString(entry.getSemantic()) << entry.getSemanticIdx() << std::endl;
  218. LOGWRN(wrnStream.str());
  219. break;
  220. }
  221. }
  222. }
  223. }
  224. // Generate or assigned renderer specific data for the mInfo.aterial
  225. renElement.params = renElement.material->createParamsSet(techniqueIdx);
  226. renElement.material->updateParamsSet(renElement.params, true);
  227. // Generate or assign sampler state overrides
  228. SamplerOverrideKey samplerKey(renElement.material, techniqueIdx);
  229. auto iterFind = mSamplerOverrides.find(samplerKey);
  230. if (iterFind != mSamplerOverrides.end())
  231. {
  232. renElement.samplerOverrides = iterFind->second;
  233. iterFind->second->refCount++;
  234. }
  235. else
  236. {
  237. SPtr<Shader> shader = renElement.material->getShader();
  238. MaterialSamplerOverrides* samplerOverrides = SamplerOverrideUtility::generateSamplerOverrides(shader,
  239. renElement.material->_getInternalParams(), renElement.params, mOptions);
  240. mSamplerOverrides[samplerKey] = samplerOverrides;
  241. renElement.samplerOverrides = samplerOverrides;
  242. samplerOverrides->refCount++;
  243. }
  244. }
  245. }
  246. }
  247. void RendererScene::updateRenderable(Renderable* renderable)
  248. {
  249. UINT32 renderableId = renderable->getRendererId();
  250. mInfo.renderables[renderableId]->updatePerObjectBuffer();
  251. mInfo.renderableCullInfos[renderableId].bounds = renderable->getBounds();
  252. }
  253. void RendererScene::unregisterRenderable(Renderable* renderable)
  254. {
  255. UINT32 renderableId = renderable->getRendererId();
  256. Renderable* lastRenerable = mInfo.renderables.back()->renderable;
  257. UINT32 lastRenderableId = lastRenerable->getRendererId();
  258. RendererObject* rendererObject = mInfo.renderables[renderableId];
  259. Vector<BeastRenderableElement>& elements = rendererObject->elements;
  260. for (auto& element : elements)
  261. {
  262. SamplerOverrideKey samplerKey(element.material, element.techniqueIdx);
  263. auto iterFind = mSamplerOverrides.find(samplerKey);
  264. assert(iterFind != mSamplerOverrides.end());
  265. MaterialSamplerOverrides* samplerOverrides = iterFind->second;
  266. samplerOverrides->refCount--;
  267. if (samplerOverrides->refCount == 0)
  268. {
  269. SamplerOverrideUtility::destroySamplerOverrides(samplerOverrides);
  270. mSamplerOverrides.erase(iterFind);
  271. }
  272. element.samplerOverrides = nullptr;
  273. }
  274. if (renderableId != lastRenderableId)
  275. {
  276. // Swap current last element with the one we want to erase
  277. std::swap(mInfo.renderables[renderableId], mInfo.renderables[lastRenderableId]);
  278. std::swap(mInfo.renderableCullInfos[renderableId], mInfo.renderableCullInfos[lastRenderableId]);
  279. lastRenerable->setRendererId(renderableId);
  280. for (auto& element : elements)
  281. element.renderableId = renderableId;
  282. }
  283. // Last element is the one we want to erase
  284. mInfo.renderables.erase(mInfo.renderables.end() - 1);
  285. mInfo.renderableCullInfos.erase(mInfo.renderableCullInfos.end() - 1);
  286. bs_delete(rendererObject);
  287. }
  288. void RendererScene::registerReflectionProbe(ReflectionProbe* probe)
  289. {
  290. UINT32 probeId = (UINT32)mInfo.reflProbes.size();
  291. probe->setRendererId(probeId);
  292. mInfo.reflProbes.push_back(RendererReflectionProbe(probe));
  293. RendererReflectionProbe& probeInfo = mInfo.reflProbes.back();
  294. mInfo.reflProbeWorldBounds.push_back(probe->getBounds());
  295. }
  296. void RendererScene::updateReflectionProbe(ReflectionProbe* probe)
  297. {
  298. // Should only get called if transform changes, any other mInfo.ajor changes and ReflProbeInfo entry gets rebuild
  299. UINT32 probeId = probe->getRendererId();
  300. mInfo.reflProbeWorldBounds[probeId] = probe->getBounds();
  301. RendererReflectionProbe& probeInfo = mInfo.reflProbes[probeId];
  302. probeInfo.arrayDirty = true;
  303. LightProbeCache::instance().notifyDirty(probe->getUUID());
  304. probeInfo.textureDirty = true;
  305. }
  306. void RendererScene::unregisterReflectionProbe(ReflectionProbe* probe)
  307. {
  308. UINT32 probeId = probe->getRendererId();
  309. ReflectionProbe* lastProbe = mInfo.reflProbes.back().probe;
  310. UINT32 lastProbeId = lastProbe->getRendererId();
  311. if (probeId != lastProbeId)
  312. {
  313. // Swap current last element with the one we want to erase
  314. std::swap(mInfo.reflProbes[probeId], mInfo.reflProbes[lastProbeId]);
  315. std::swap(mInfo.reflProbeWorldBounds[probeId], mInfo.reflProbeWorldBounds[lastProbeId]);
  316. probe->setRendererId(probeId);
  317. }
  318. // Last element is the one we want to erase
  319. mInfo.radialLights.erase(mInfo.radialLights.end() - 1);
  320. mInfo.radialLightWorldBounds.erase(mInfo.radialLightWorldBounds.end() - 1);
  321. LightProbeCache::instance().unloadCachedTexture(probe->getUUID());
  322. }
  323. void RendererScene::setReflectionProbeTexture(UINT32 probeIdx, const SPtr<Texture>& texture)
  324. {
  325. RendererReflectionProbe* probe = &mInfo.reflProbes[probeIdx];
  326. probe->texture = texture;
  327. probe->textureDirty = false;
  328. }
  329. void RendererScene::setReflectionProbeArrayIndex(UINT32 probeIdx, UINT32 arrayIdx, bool markAsClean)
  330. {
  331. RendererReflectionProbe* probe = &mInfo.reflProbes[probeIdx];
  332. probe->arrayIdx = arrayIdx;
  333. if (markAsClean)
  334. probe->arrayDirty = false;
  335. }
  336. void RendererScene::setOptions(const SPtr<RenderBeastOptions>& options)
  337. {
  338. mOptions = options;
  339. for (auto& entry : mInfo.views)
  340. {
  341. RendererView* rendererCam = entry.second;
  342. rendererCam->setStateReductionMode(mOptions->stateReductionMode);
  343. }
  344. }
  345. RendererView* RendererScene::updateCameraData(const Camera* camera, bool forceRemove)
  346. {
  347. RendererView* output;
  348. SPtr<RenderTarget> renderTarget = camera->getViewport()->getTarget();
  349. auto iterFind = mInfo.views.find(camera);
  350. if(forceRemove)
  351. {
  352. if(iterFind != mInfo.views.end())
  353. {
  354. bs_delete(iterFind->second);
  355. mInfo.views.erase(iterFind);
  356. }
  357. renderTarget = nullptr;
  358. output = nullptr;
  359. }
  360. else
  361. {
  362. SPtr<Viewport> viewport = camera->getViewport();
  363. RENDERER_VIEW_DESC viewDesc;
  364. viewDesc.target.clearFlags = 0;
  365. if (viewport->getRequiresColorClear())
  366. viewDesc.target.clearFlags |= FBT_COLOR;
  367. if (viewport->getRequiresDepthClear())
  368. viewDesc.target.clearFlags |= FBT_DEPTH;
  369. if (viewport->getRequiresStencilClear())
  370. viewDesc.target.clearFlags |= FBT_STENCIL;
  371. viewDesc.target.clearColor = viewport->getClearColor();
  372. viewDesc.target.clearDepthValue = viewport->getClearDepthValue();
  373. viewDesc.target.clearStencilValue = viewport->getClearStencilValue();
  374. viewDesc.target.target = viewport->getTarget();
  375. viewDesc.target.nrmViewRect = viewport->getNormArea();
  376. viewDesc.target.viewRect = Rect2I(
  377. viewport->getX(),
  378. viewport->getY(),
  379. (UINT32)viewport->getWidth(),
  380. (UINT32)viewport->getHeight());
  381. if (viewDesc.target.target != nullptr)
  382. {
  383. viewDesc.target.targetWidth = viewDesc.target.target->getProperties().getWidth();
  384. viewDesc.target.targetHeight = viewDesc.target.target->getProperties().getHeight();
  385. }
  386. else
  387. {
  388. viewDesc.target.targetWidth = 0;
  389. viewDesc.target.targetHeight = 0;
  390. }
  391. viewDesc.target.numSamples = camera->getMSAACount();
  392. viewDesc.isOverlay = camera->getFlags().isSet(CameraFlag::Overlay);
  393. viewDesc.isHDR = camera->getFlags().isSet(CameraFlag::HDR);
  394. viewDesc.noLighting = camera->getFlags().isSet(CameraFlag::NoLighting);
  395. viewDesc.triggerCallbacks = true;
  396. viewDesc.runPostProcessing = true;
  397. viewDesc.renderingReflections = false;
  398. viewDesc.cullFrustum = camera->getWorldFrustum();
  399. viewDesc.visibleLayers = camera->getLayers();
  400. viewDesc.nearPlane = camera->getNearClipDistance();
  401. viewDesc.farPlane = camera->getFarClipDistance();
  402. viewDesc.flipView = false;
  403. viewDesc.viewOrigin = camera->getPosition();
  404. viewDesc.viewDirection = camera->getForward();
  405. viewDesc.projTransform = camera->getProjectionMatrixRS();
  406. viewDesc.viewTransform = camera->getViewMatrix();
  407. viewDesc.projType = camera->getProjectionType();
  408. viewDesc.stateReduction = mOptions->stateReductionMode;
  409. viewDesc.sceneCamera = camera;
  410. if (iterFind != mInfo.views.end())
  411. {
  412. output = iterFind->second;
  413. output->setView(viewDesc);
  414. }
  415. else
  416. {
  417. output = bs_new<RendererView>(viewDesc);
  418. mInfo.views[camera] = output;
  419. }
  420. output->setPostProcessSettings(camera->getPostProcessSettings());
  421. }
  422. // Remove from render target list
  423. int rtChanged = 0; // 0 - No RT, 1 - RT found, 2 - RT changed
  424. for (auto iterTarget = mInfo.renderTargets.begin(); iterTarget != mInfo.renderTargets.end(); ++iterTarget)
  425. {
  426. RendererRenderTarget& target = *iterTarget;
  427. for (auto iterCam = target.cameras.begin(); iterCam != target.cameras.end(); ++iterCam)
  428. {
  429. if (camera == *iterCam)
  430. {
  431. if (renderTarget != target.target)
  432. {
  433. target.cameras.erase(iterCam);
  434. rtChanged = 2;
  435. }
  436. else
  437. rtChanged = 1;
  438. break;
  439. }
  440. }
  441. if (target.cameras.empty())
  442. {
  443. mInfo.renderTargets.erase(iterTarget);
  444. break;
  445. }
  446. }
  447. // Register in render target list
  448. if (renderTarget != nullptr && (rtChanged == 0 || rtChanged == 2))
  449. {
  450. auto findIter = std::find_if(mInfo.renderTargets.begin(), mInfo.renderTargets.end(),
  451. [&](const RendererRenderTarget& x) { return x.target == renderTarget; });
  452. if (findIter != mInfo.renderTargets.end())
  453. {
  454. findIter->cameras.push_back(camera);
  455. }
  456. else
  457. {
  458. mInfo.renderTargets.push_back(RendererRenderTarget());
  459. RendererRenderTarget& renderTargetData = mInfo.renderTargets.back();
  460. renderTargetData.target = renderTarget;
  461. renderTargetData.cameras.push_back(camera);
  462. }
  463. // Sort render targets based on priority
  464. auto cameraComparer = [&](const Camera* a, const Camera* b) { return a->getPriority() > b->getPriority(); };
  465. auto renderTargetInfoComparer = [&](const RendererRenderTarget& a, const RendererRenderTarget& b)
  466. { return a.target->getProperties().getPriority() > b.target->getProperties().getPriority(); };
  467. std::sort(begin(mInfo.renderTargets), end(mInfo.renderTargets), renderTargetInfoComparer);
  468. for (auto& camerasPerTarget : mInfo.renderTargets)
  469. {
  470. Vector<const Camera*>& cameras = camerasPerTarget.cameras;
  471. std::sort(begin(cameras), end(cameras), cameraComparer);
  472. }
  473. }
  474. return output;
  475. }
  476. void RendererScene::refreshSamplerOverrides(bool force)
  477. {
  478. bool anyDirty = false;
  479. for (auto& entry : mSamplerOverrides)
  480. {
  481. SPtr<MaterialParams> materialParams = entry.first.material->_getInternalParams();
  482. MaterialSamplerOverrides* materialOverrides = entry.second;
  483. for(UINT32 i = 0; i < materialOverrides->numOverrides; i++)
  484. {
  485. SamplerOverride& override = materialOverrides->overrides[i];
  486. const MaterialParamsBase::ParamData* materialParamData = materialParams->getParamData(override.paramIdx);
  487. SPtr<SamplerState> samplerState;
  488. materialParams->getSamplerState(*materialParamData, samplerState);
  489. UINT64 hash = 0;
  490. if (samplerState != nullptr)
  491. hash = samplerState->getProperties().getHash();
  492. if (hash != override.originalStateHash || force)
  493. {
  494. if (samplerState != nullptr)
  495. override.state = SamplerOverrideUtility::generateSamplerOverride(samplerState, mOptions);
  496. else
  497. override.state = SamplerOverrideUtility::generateSamplerOverride(SamplerState::getDefault(), mOptions);
  498. override.originalStateHash = override.state->getProperties().getHash();
  499. materialOverrides->isDirty = true;
  500. }
  501. // Dirty flag can also be set externally, so check here even though we assign it above
  502. if (materialOverrides->isDirty)
  503. anyDirty = true;
  504. }
  505. }
  506. // Early exit if possible
  507. if (!anyDirty)
  508. return;
  509. UINT32 numRenderables = (UINT32)mInfo.renderables.size();
  510. for (UINT32 i = 0; i < numRenderables; i++)
  511. {
  512. for(auto& element : mInfo.renderables[i]->elements)
  513. {
  514. MaterialSamplerOverrides* overrides = element.samplerOverrides;
  515. if(overrides != nullptr && overrides->isDirty)
  516. {
  517. UINT32 numPasses = element.material->getNumPasses();
  518. for(UINT32 j = 0; j < numPasses; j++)
  519. {
  520. SPtr<GpuParams> params = element.params->getGpuParams(j);
  521. const UINT32 numStages = 6;
  522. for (UINT32 k = 0; k < numStages; k++)
  523. {
  524. GpuProgramType type = (GpuProgramType)k;
  525. SPtr<GpuParamDesc> paramDesc = params->getParamDesc(type);
  526. if (paramDesc == nullptr)
  527. continue;
  528. for (auto& samplerDesc : paramDesc->samplers)
  529. {
  530. UINT32 set = samplerDesc.second.set;
  531. UINT32 slot = samplerDesc.second.slot;
  532. UINT32 overrideIndex = overrides->passes[j].stateOverrides[set][slot];
  533. if (overrideIndex == (UINT32)-1)
  534. continue;
  535. params->setSamplerState(set, slot, overrides->overrides[overrideIndex].state);
  536. }
  537. }
  538. }
  539. }
  540. }
  541. }
  542. for (auto& entry : mSamplerOverrides)
  543. entry.second->isDirty = false;
  544. }
  545. }}