BsRendererScene.cpp 24 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757
  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "BsRendererScene.h"
  4. #include "Renderer/BsCamera.h"
  5. #include "Renderer/BsLight.h"
  6. #include "Renderer/BsReflectionProbe.h"
  7. #include "Mesh/BsMesh.h"
  8. #include "Renderer/BsRenderer.h"
  9. #include "Material/BsPass.h"
  10. #include "Material/BsGpuParamsSet.h"
  11. #include "BsRenderBeastOptions.h"
  12. #include "BsRenderBeast.h"
  13. #include "Renderer/BsSkybox.h"
  14. namespace bs { namespace ct
  15. {
  16. RendererScene::RendererScene(const SPtr<RenderBeastOptions>& options)
  17. :mOptions(options)
  18. {
  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);
  26. assert(mSamplerOverrides.empty());
  27. }
  28. void RendererScene::registerCamera(Camera* camera)
  29. {
  30. RENDERER_VIEW_DESC viewDesc = createViewDesc(camera);
  31. RendererView* view = bs_new<RendererView>(viewDesc);
  32. view->setRenderSettings(camera->getRenderSettings());
  33. view->updatePerViewBuffer();
  34. UINT32 viewIdx = (UINT32)mInfo.views.size();
  35. mInfo.views.push_back(view);
  36. mInfo.cameraToView[camera] = viewIdx;
  37. camera->setRendererId(viewIdx);
  38. updateCameraRenderTargets(camera);
  39. }
  40. void RendererScene::updateCamera(Camera* camera, UINT32 updateFlag)
  41. {
  42. UINT32 cameraId = camera->getRendererId();
  43. RendererView* view = mInfo.views[cameraId];
  44. UINT32 updateEverythingFlag = (UINT32)ActorDirtyFlag::Everything
  45. | (UINT32)ActorDirtyFlag::Active
  46. | (UINT32)CameraDirtyFlag::Viewport;
  47. if((updateFlag & updateEverythingFlag) != 0)
  48. {
  49. RENDERER_VIEW_DESC viewDesc = createViewDesc(camera);
  50. view->setView(viewDesc);
  51. view->setRenderSettings(camera->getRenderSettings());
  52. updateCameraRenderTargets(camera);
  53. }
  54. else if((updateFlag & (UINT32)CameraDirtyFlag::RenderSettings) != 0)
  55. {
  56. view->setRenderSettings(camera->getRenderSettings());
  57. }
  58. else // Transform
  59. {
  60. view = mInfo.views[cameraId];
  61. const Transform& tfrm = camera->getTransform();
  62. view->setTransform(
  63. tfrm.getPosition(),
  64. tfrm.getForward(),
  65. camera->getViewMatrix(),
  66. camera->getProjectionMatrixRS(),
  67. camera->getWorldFrustum());
  68. }
  69. view->updatePerViewBuffer();
  70. }
  71. void RendererScene::unregisterCamera(Camera* camera)
  72. {
  73. UINT32 cameraId = camera->getRendererId();
  74. Camera* lastCamera = mInfo.views.back()->getSceneCamera();
  75. UINT32 lastCameraId = lastCamera->getRendererId();
  76. if (cameraId != lastCameraId)
  77. {
  78. // Swap current last element with the one we want to erase
  79. std::swap(mInfo.views[cameraId], mInfo.views[lastCameraId]);
  80. lastCamera->setRendererId(cameraId);
  81. mInfo.cameraToView[lastCamera] = cameraId;
  82. }
  83. // Last element is the one we want to erase
  84. RendererView* view = mInfo.views[mInfo.views.size() - 1];
  85. bs_delete(view);
  86. mInfo.views.erase(mInfo.views.end() - 1);
  87. auto iterFind = mInfo.cameraToView.find(camera);
  88. if(iterFind != mInfo.cameraToView.end())
  89. mInfo.cameraToView.erase(iterFind);
  90. updateCameraRenderTargets(camera, true);
  91. }
  92. void RendererScene::registerLight(Light* light)
  93. {
  94. if (light->getType() == LightType::Directional)
  95. {
  96. UINT32 lightId = (UINT32)mInfo.directionalLights.size();
  97. light->setRendererId(lightId);
  98. mInfo.directionalLights.push_back(RendererLight(light));
  99. }
  100. else
  101. {
  102. if (light->getType() == LightType::Radial)
  103. {
  104. UINT32 lightId = (UINT32)mInfo.radialLights.size();
  105. light->setRendererId(lightId);
  106. mInfo.radialLights.push_back(RendererLight(light));
  107. mInfo.radialLightWorldBounds.push_back(light->getBounds());
  108. }
  109. else // Spot
  110. {
  111. UINT32 lightId = (UINT32)mInfo.spotLights.size();
  112. light->setRendererId(lightId);
  113. mInfo.spotLights.push_back(RendererLight(light));
  114. mInfo.spotLightWorldBounds.push_back(light->getBounds());
  115. }
  116. }
  117. }
  118. void RendererScene::updateLight(Light* light)
  119. {
  120. UINT32 lightId = light->getRendererId();
  121. if (light->getType() == LightType::Radial)
  122. mInfo.radialLightWorldBounds[lightId] = light->getBounds();
  123. else if(light->getType() == LightType::Spot)
  124. mInfo.spotLightWorldBounds[lightId] = light->getBounds();
  125. }
  126. void RendererScene::unregisterLight(Light* light)
  127. {
  128. UINT32 lightId = light->getRendererId();
  129. if (light->getType() == LightType::Directional)
  130. {
  131. Light* lastLight = mInfo.directionalLights.back().internal;
  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.directionalLights[lightId], mInfo.directionalLights[lastLightId]);
  137. lastLight->setRendererId(lightId);
  138. }
  139. // Last element is the one we want to erase
  140. mInfo.directionalLights.erase(mInfo.directionalLights.end() - 1);
  141. }
  142. else
  143. {
  144. if (light->getType() == LightType::Radial)
  145. {
  146. Light* lastLight = mInfo.radialLights.back().internal;
  147. UINT32 lastLightId = lastLight->getRendererId();
  148. if (lightId != lastLightId)
  149. {
  150. // Swap current last element with the one we want to erase
  151. std::swap(mInfo.radialLights[lightId], mInfo.radialLights[lastLightId]);
  152. std::swap(mInfo.radialLightWorldBounds[lightId], mInfo.radialLightWorldBounds[lastLightId]);
  153. lastLight->setRendererId(lightId);
  154. }
  155. // Last element is the one we want to erase
  156. mInfo.radialLights.erase(mInfo.radialLights.end() - 1);
  157. mInfo.radialLightWorldBounds.erase(mInfo.radialLightWorldBounds.end() - 1);
  158. }
  159. else // Spot
  160. {
  161. Light* lastLight = mInfo.spotLights.back().internal;
  162. UINT32 lastLightId = lastLight->getRendererId();
  163. if (lightId != lastLightId)
  164. {
  165. // Swap current last element with the one we want to erase
  166. std::swap(mInfo.spotLights[lightId], mInfo.spotLights[lastLightId]);
  167. std::swap(mInfo.spotLightWorldBounds[lightId], mInfo.spotLightWorldBounds[lastLightId]);
  168. lastLight->setRendererId(lightId);
  169. }
  170. // Last element is the one we want to erase
  171. mInfo.spotLights.erase(mInfo.spotLights.end() - 1);
  172. mInfo.spotLightWorldBounds.erase(mInfo.spotLightWorldBounds.end() - 1);
  173. }
  174. }
  175. }
  176. void RendererScene::registerRenderable(Renderable* renderable)
  177. {
  178. UINT32 renderableId = (UINT32)mInfo.renderables.size();
  179. renderable->setRendererId(renderableId);
  180. mInfo.renderables.push_back(bs_new<RendererObject>());
  181. mInfo.renderableCullInfos.push_back(CullInfo(renderable->getBounds(), renderable->getLayer()));
  182. RendererObject* rendererObject = mInfo.renderables.back();
  183. rendererObject->renderable = renderable;
  184. rendererObject->updatePerObjectBuffer();
  185. SPtr<Mesh> mesh = renderable->getMesh();
  186. if (mesh != nullptr)
  187. {
  188. const MeshProperties& meshProps = mesh->getProperties();
  189. SPtr<VertexDeclaration> vertexDecl = mesh->getVertexData()->vertexDeclaration;
  190. for (UINT32 i = 0; i < meshProps.getNumSubMeshes(); i++)
  191. {
  192. rendererObject->elements.push_back(BeastRenderableElement());
  193. BeastRenderableElement& renElement = rendererObject->elements.back();
  194. renElement.mesh = mesh;
  195. renElement.subMesh = meshProps.getSubMesh(i);
  196. renElement.renderableId = renderableId;
  197. renElement.animType = renderable->getAnimType();
  198. renElement.animationId = renderable->getAnimationId();
  199. renElement.morphShapeVersion = 0;
  200. renElement.morphShapeBuffer = renderable->getMorphShapeBuffer();
  201. renElement.boneMatrixBuffer = renderable->getBoneMatrixBuffer();
  202. renElement.morphVertexDeclaration = renderable->getMorphVertexDeclaration();
  203. renElement.material = renderable->getMaterial(i);
  204. if (renElement.material == nullptr)
  205. renElement.material = renderable->getMaterial(0);
  206. if (renElement.material != nullptr && renElement.material->getShader() == nullptr)
  207. renElement.material = nullptr;
  208. // If no mInfo.aterial use the default mInfo.aterial
  209. if (renElement.material == nullptr)
  210. renElement.material = Material::create(DefaultMaterial::get()->getShader());
  211. // Determine which technique to use
  212. static StringID techniqueIDLookup[4] = { StringID::NONE, RTag_Skinned, RTag_Morph, RTag_SkinnedMorph };
  213. static const ShaderVariation* variationLookup[4] = { &SVar_Static, &SVar_Skinned, &SVar_Morph, &SVar_SkinnedMorph };
  214. static_assert((UINT32)RenderableAnimType::Count == 4, "RenderableAnimType is expected to have four sequential entries.");
  215. UINT32 techniqueIdx = -1;
  216. RenderableAnimType animType = renderable->getAnimType();
  217. renElement.vertexInputVariation = variationLookup[(int)animType];
  218. if (animType != RenderableAnimType::None)
  219. techniqueIdx = renElement.material->findTechnique(techniqueIDLookup[(int)animType]);
  220. if (techniqueIdx == (UINT32)-1)
  221. techniqueIdx = renElement.material->getDefaultTechnique();
  222. renElement.techniqueIdx = techniqueIdx;
  223. // Validate mesh <-> shader vertex bindings
  224. if (renElement.material != nullptr)
  225. {
  226. UINT32 numPasses = renElement.material->getNumPasses(techniqueIdx);
  227. for (UINT32 j = 0; j < numPasses; j++)
  228. {
  229. SPtr<Pass> pass = renElement.material->getPass(j, techniqueIdx);
  230. SPtr<VertexDeclaration> shaderDecl = pass->getVertexProgram()->getInputDeclaration();
  231. if (!vertexDecl->isCompatible(shaderDecl))
  232. {
  233. Vector<VertexElement> missingElements = vertexDecl->getMissingElements(shaderDecl);
  234. // If using mInfo.orph shapes ignore POSITION1 and NORMAL1 mInfo.issing since we assign them from within the renderer
  235. if (animType == RenderableAnimType::Morph || animType == RenderableAnimType::SkinnedMorph)
  236. {
  237. auto removeIter = std::remove_if(missingElements.begin(), missingElements.end(), [](const VertexElement& x)
  238. {
  239. return (x.getSemantic() == VES_POSITION && x.getSemanticIdx() == 1) ||
  240. (x.getSemantic() == VES_NORMAL && x.getSemanticIdx() == 1);
  241. });
  242. missingElements.erase(removeIter, missingElements.end());
  243. }
  244. if (!missingElements.empty())
  245. {
  246. StringStream wrnStream;
  247. wrnStream << "Provided mesh is mInfo.issing required vertex attributes to render with the provided shader. Missing elements: " << std::endl;
  248. for (auto& entry : missingElements)
  249. wrnStream << "\t" << toString(entry.getSemantic()) << entry.getSemanticIdx() << std::endl;
  250. LOGWRN(wrnStream.str());
  251. break;
  252. }
  253. }
  254. }
  255. }
  256. // Generate or assigned renderer specific data for the mInfo.aterial
  257. renElement.params = renElement.material->createParamsSet(techniqueIdx);
  258. renElement.material->updateParamsSet(renElement.params, true);
  259. // Generate or assign sampler state overrides
  260. SamplerOverrideKey samplerKey(renElement.material, techniqueIdx);
  261. auto iterFind = mSamplerOverrides.find(samplerKey);
  262. if (iterFind != mSamplerOverrides.end())
  263. {
  264. renElement.samplerOverrides = iterFind->second;
  265. iterFind->second->refCount++;
  266. }
  267. else
  268. {
  269. SPtr<Shader> shader = renElement.material->getShader();
  270. MaterialSamplerOverrides* samplerOverrides = SamplerOverrideUtility::generateSamplerOverrides(shader,
  271. renElement.material->_getInternalParams(), renElement.params, mOptions);
  272. mSamplerOverrides[samplerKey] = samplerOverrides;
  273. renElement.samplerOverrides = samplerOverrides;
  274. samplerOverrides->refCount++;
  275. }
  276. }
  277. }
  278. }
  279. void RendererScene::updateRenderable(Renderable* renderable)
  280. {
  281. UINT32 renderableId = renderable->getRendererId();
  282. mInfo.renderables[renderableId]->updatePerObjectBuffer();
  283. mInfo.renderableCullInfos[renderableId].bounds = renderable->getBounds();
  284. }
  285. void RendererScene::unregisterRenderable(Renderable* renderable)
  286. {
  287. UINT32 renderableId = renderable->getRendererId();
  288. Renderable* lastRenerable = mInfo.renderables.back()->renderable;
  289. UINT32 lastRenderableId = lastRenerable->getRendererId();
  290. RendererObject* rendererObject = mInfo.renderables[renderableId];
  291. Vector<BeastRenderableElement>& elements = rendererObject->elements;
  292. for (auto& element : elements)
  293. {
  294. SamplerOverrideKey samplerKey(element.material, element.techniqueIdx);
  295. auto iterFind = mSamplerOverrides.find(samplerKey);
  296. assert(iterFind != mSamplerOverrides.end());
  297. MaterialSamplerOverrides* samplerOverrides = iterFind->second;
  298. samplerOverrides->refCount--;
  299. if (samplerOverrides->refCount == 0)
  300. {
  301. SamplerOverrideUtility::destroySamplerOverrides(samplerOverrides);
  302. mSamplerOverrides.erase(iterFind);
  303. }
  304. element.samplerOverrides = nullptr;
  305. }
  306. if (renderableId != lastRenderableId)
  307. {
  308. // Swap current last element with the one we want to erase
  309. std::swap(mInfo.renderables[renderableId], mInfo.renderables[lastRenderableId]);
  310. std::swap(mInfo.renderableCullInfos[renderableId], mInfo.renderableCullInfos[lastRenderableId]);
  311. lastRenerable->setRendererId(renderableId);
  312. for (auto& element : elements)
  313. element.renderableId = renderableId;
  314. }
  315. // Last element is the one we want to erase
  316. mInfo.renderables.erase(mInfo.renderables.end() - 1);
  317. mInfo.renderableCullInfos.erase(mInfo.renderableCullInfos.end() - 1);
  318. bs_delete(rendererObject);
  319. }
  320. void RendererScene::registerReflectionProbe(ReflectionProbe* probe)
  321. {
  322. UINT32 probeId = (UINT32)mInfo.reflProbes.size();
  323. probe->setRendererId(probeId);
  324. mInfo.reflProbes.push_back(RendererReflectionProbe(probe));
  325. RendererReflectionProbe& probeInfo = mInfo.reflProbes.back();
  326. mInfo.reflProbeWorldBounds.push_back(probe->getBounds());
  327. // Find a spot in cubemap array
  328. UINT32 numArrayEntries = (UINT32)mInfo.reflProbeCubemapArrayUsedSlots.size();
  329. for(UINT32 i = 0; i < numArrayEntries; i++)
  330. {
  331. if(!mInfo.reflProbeCubemapArrayUsedSlots[i])
  332. {
  333. setReflectionProbeArrayIndex(probeId, i, false);
  334. mInfo.reflProbeCubemapArrayUsedSlots[i] = true;
  335. break;
  336. }
  337. }
  338. // No empty slot was found
  339. if (probeInfo.arrayIdx == (UINT32)-1)
  340. {
  341. setReflectionProbeArrayIndex(probeId, numArrayEntries, false);
  342. mInfo.reflProbeCubemapArrayUsedSlots.push_back(true);
  343. }
  344. if(probeInfo.arrayIdx > MaxReflectionCubemaps)
  345. {
  346. LOGERR("Reached the maximum number of allowed reflection probe cubemaps at once. "
  347. "Ignoring reflection probe data.");
  348. }
  349. }
  350. void RendererScene::updateReflectionProbe(ReflectionProbe* probe, bool texture)
  351. {
  352. // Should only get called if transform changes, any other mInfo.ajor changes and ReflProbeInfo entry gets rebuild
  353. UINT32 probeId = probe->getRendererId();
  354. mInfo.reflProbeWorldBounds[probeId] = probe->getBounds();
  355. if (texture)
  356. {
  357. RendererReflectionProbe& probeInfo = mInfo.reflProbes[probeId];
  358. probeInfo.arrayDirty = true;
  359. }
  360. }
  361. void RendererScene::unregisterReflectionProbe(ReflectionProbe* probe)
  362. {
  363. UINT32 probeId = probe->getRendererId();
  364. UINT32 arrayIdx = mInfo.reflProbes[probeId].arrayIdx;
  365. if (arrayIdx != (UINT32)-1)
  366. mInfo.reflProbeCubemapArrayUsedSlots[arrayIdx] = false;
  367. ReflectionProbe* lastProbe = mInfo.reflProbes.back().probe;
  368. UINT32 lastProbeId = lastProbe->getRendererId();
  369. if (probeId != lastProbeId)
  370. {
  371. // Swap current last element with the one we want to erase
  372. std::swap(mInfo.reflProbes[probeId], mInfo.reflProbes[lastProbeId]);
  373. std::swap(mInfo.reflProbeWorldBounds[probeId], mInfo.reflProbeWorldBounds[lastProbeId]);
  374. probe->setRendererId(probeId);
  375. }
  376. // Last element is the one we want to erase
  377. mInfo.reflProbes.erase(mInfo.reflProbes.end() - 1);
  378. mInfo.reflProbeWorldBounds.erase(mInfo.reflProbeWorldBounds.end() - 1);
  379. }
  380. void RendererScene::setReflectionProbeArrayIndex(UINT32 probeIdx, UINT32 arrayIdx, bool markAsClean)
  381. {
  382. RendererReflectionProbe* probe = &mInfo.reflProbes[probeIdx];
  383. probe->arrayIdx = arrayIdx;
  384. if (markAsClean)
  385. probe->arrayDirty = false;
  386. }
  387. void RendererScene::registerLightProbeVolume(LightProbeVolume* volume)
  388. {
  389. mInfo.lightProbes.notifyAdded(volume);
  390. }
  391. void RendererScene::updateLightProbeVolume(LightProbeVolume* volume)
  392. {
  393. mInfo.lightProbes.notifyDirty(volume);
  394. }
  395. void RendererScene::unregisterLightProbeVolume(LightProbeVolume* volume)
  396. {
  397. mInfo.lightProbes.notifyRemoved(volume);
  398. }
  399. void RendererScene::updateLightProbes()
  400. {
  401. mInfo.lightProbes.updateProbes();
  402. }
  403. void RendererScene::registerSkybox(Skybox* skybox)
  404. {
  405. mInfo.skybox = skybox;
  406. }
  407. void RendererScene::unregisterSkybox(Skybox* skybox)
  408. {
  409. if (mInfo.skybox == skybox)
  410. mInfo.skybox = nullptr;
  411. }
  412. void RendererScene::setOptions(const SPtr<RenderBeastOptions>& options)
  413. {
  414. mOptions = options;
  415. for (auto& entry : mInfo.views)
  416. entry->setStateReductionMode(mOptions->stateReductionMode);
  417. }
  418. RENDERER_VIEW_DESC RendererScene::createViewDesc(Camera* camera) const
  419. {
  420. SPtr<Viewport> viewport = camera->getViewport();
  421. ClearFlags clearFlags = viewport->getClearFlags();
  422. RENDERER_VIEW_DESC viewDesc;
  423. viewDesc.target.clearFlags = 0;
  424. if (clearFlags.isSet(ClearFlagBits::Color))
  425. viewDesc.target.clearFlags |= FBT_COLOR;
  426. if (clearFlags.isSet(ClearFlagBits::Depth))
  427. viewDesc.target.clearFlags |= FBT_DEPTH;
  428. if (clearFlags.isSet(ClearFlagBits::Stencil))
  429. viewDesc.target.clearFlags |= FBT_STENCIL;
  430. viewDesc.target.clearColor = viewport->getClearColorValue();
  431. viewDesc.target.clearDepthValue = viewport->getClearDepthValue();
  432. viewDesc.target.clearStencilValue = viewport->getClearStencilValue();
  433. viewDesc.target.target = viewport->getTarget();
  434. viewDesc.target.nrmViewRect = viewport->getArea();
  435. viewDesc.target.viewRect = viewport->getPixelArea();
  436. if (viewDesc.target.target != nullptr)
  437. {
  438. viewDesc.target.targetWidth = viewDesc.target.target->getProperties().width;
  439. viewDesc.target.targetHeight = viewDesc.target.target->getProperties().height;
  440. }
  441. else
  442. {
  443. viewDesc.target.targetWidth = 0;
  444. viewDesc.target.targetHeight = 0;
  445. }
  446. viewDesc.target.numSamples = camera->getMSAACount();
  447. viewDesc.triggerCallbacks = true;
  448. viewDesc.runPostProcessing = true;
  449. viewDesc.renderingReflections = false;
  450. viewDesc.cullFrustum = camera->getWorldFrustum();
  451. viewDesc.visibleLayers = camera->getLayers();
  452. viewDesc.nearPlane = camera->getNearClipDistance();
  453. viewDesc.farPlane = camera->getFarClipDistance();
  454. viewDesc.flipView = false;
  455. const Transform& tfrm = camera->getTransform();
  456. viewDesc.viewOrigin = tfrm.getPosition();
  457. viewDesc.viewDirection = tfrm.getForward();
  458. viewDesc.projTransform = camera->getProjectionMatrixRS();
  459. viewDesc.viewTransform = camera->getViewMatrix();
  460. viewDesc.projType = camera->getProjectionType();
  461. viewDesc.stateReduction = mOptions->stateReductionMode;
  462. viewDesc.sceneCamera = camera;
  463. return viewDesc;
  464. }
  465. void RendererScene::updateCameraRenderTargets(Camera* camera, bool remove)
  466. {
  467. SPtr<RenderTarget> renderTarget = camera->getViewport()->getTarget();
  468. // Remove from render target list
  469. int rtChanged = 0; // 0 - No RT, 1 - RT found, 2 - RT changed
  470. for (auto iterTarget = mInfo.renderTargets.begin(); iterTarget != mInfo.renderTargets.end(); ++iterTarget)
  471. {
  472. RendererRenderTarget& target = *iterTarget;
  473. for (auto iterCam = target.cameras.begin(); iterCam != target.cameras.end(); ++iterCam)
  474. {
  475. if (camera == *iterCam)
  476. {
  477. if(remove)
  478. {
  479. target.cameras.erase(iterCam);
  480. rtChanged = 1;
  481. }
  482. else
  483. {
  484. if (renderTarget != target.target)
  485. {
  486. target.cameras.erase(iterCam);
  487. rtChanged = 2;
  488. }
  489. else
  490. rtChanged = 1;
  491. }
  492. break;
  493. }
  494. }
  495. if (target.cameras.empty())
  496. {
  497. mInfo.renderTargets.erase(iterTarget);
  498. break;
  499. }
  500. }
  501. // Register in render target list
  502. if (renderTarget != nullptr && !remove && (rtChanged == 0 || rtChanged == 2))
  503. {
  504. auto findIter = std::find_if(mInfo.renderTargets.begin(), mInfo.renderTargets.end(),
  505. [&](const RendererRenderTarget& x) { return x.target == renderTarget; });
  506. if (findIter != mInfo.renderTargets.end())
  507. {
  508. findIter->cameras.push_back(camera);
  509. }
  510. else
  511. {
  512. mInfo.renderTargets.push_back(RendererRenderTarget());
  513. RendererRenderTarget& renderTargetData = mInfo.renderTargets.back();
  514. renderTargetData.target = renderTarget;
  515. renderTargetData.cameras.push_back(camera);
  516. }
  517. // Sort render targets based on priority
  518. auto cameraComparer = [&](const Camera* a, const Camera* b) { return a->getPriority() > b->getPriority(); };
  519. auto renderTargetInfoComparer = [&](const RendererRenderTarget& a, const RendererRenderTarget& b)
  520. { return a.target->getProperties().priority > b.target->getProperties().priority; };
  521. std::sort(begin(mInfo.renderTargets), end(mInfo.renderTargets), renderTargetInfoComparer);
  522. for (auto& camerasPerTarget : mInfo.renderTargets)
  523. {
  524. Vector<Camera*>& cameras = camerasPerTarget.cameras;
  525. std::sort(begin(cameras), end(cameras), cameraComparer);
  526. }
  527. }
  528. }
  529. void RendererScene::refreshSamplerOverrides(bool force)
  530. {
  531. bool anyDirty = false;
  532. for (auto& entry : mSamplerOverrides)
  533. {
  534. SPtr<MaterialParams> materialParams = entry.first.material->_getInternalParams();
  535. MaterialSamplerOverrides* materialOverrides = entry.second;
  536. for(UINT32 i = 0; i < materialOverrides->numOverrides; i++)
  537. {
  538. SamplerOverride& override = materialOverrides->overrides[i];
  539. const MaterialParamsBase::ParamData* materialParamData = materialParams->getParamData(override.paramIdx);
  540. SPtr<SamplerState> samplerState;
  541. materialParams->getSamplerState(*materialParamData, samplerState);
  542. UINT64 hash = 0;
  543. if (samplerState != nullptr)
  544. hash = samplerState->getProperties().getHash();
  545. if (hash != override.originalStateHash || force)
  546. {
  547. if (samplerState != nullptr)
  548. override.state = SamplerOverrideUtility::generateSamplerOverride(samplerState, mOptions);
  549. else
  550. override.state = SamplerOverrideUtility::generateSamplerOverride(SamplerState::getDefault(), mOptions);
  551. override.originalStateHash = override.state->getProperties().getHash();
  552. materialOverrides->isDirty = true;
  553. }
  554. // Dirty flag can also be set externally, so check here even though we assign it above
  555. if (materialOverrides->isDirty)
  556. anyDirty = true;
  557. }
  558. }
  559. // Early exit if possible
  560. if (!anyDirty)
  561. return;
  562. UINT32 numRenderables = (UINT32)mInfo.renderables.size();
  563. for (UINT32 i = 0; i < numRenderables; i++)
  564. {
  565. for(auto& element : mInfo.renderables[i]->elements)
  566. {
  567. MaterialSamplerOverrides* overrides = element.samplerOverrides;
  568. if(overrides != nullptr && overrides->isDirty)
  569. {
  570. UINT32 numPasses = element.material->getNumPasses();
  571. for(UINT32 j = 0; j < numPasses; j++)
  572. {
  573. SPtr<GpuParams> params = element.params->getGpuParams(j);
  574. const UINT32 numStages = 6;
  575. for (UINT32 k = 0; k < numStages; k++)
  576. {
  577. GpuProgramType type = (GpuProgramType)k;
  578. SPtr<GpuParamDesc> paramDesc = params->getParamDesc(type);
  579. if (paramDesc == nullptr)
  580. continue;
  581. for (auto& samplerDesc : paramDesc->samplers)
  582. {
  583. UINT32 set = samplerDesc.second.set;
  584. UINT32 slot = samplerDesc.second.slot;
  585. UINT32 overrideIndex = overrides->passes[j].stateOverrides[set][slot];
  586. if (overrideIndex == (UINT32)-1)
  587. continue;
  588. params->setSamplerState(set, slot, overrides->overrides[overrideIndex].state);
  589. }
  590. }
  591. }
  592. }
  593. }
  594. }
  595. for (auto& entry : mSamplerOverrides)
  596. entry.second->isDirty = false;
  597. }
  598. void RendererScene::prepareRenderable(UINT32 idx, const FrameInfo& frameInfo)
  599. {
  600. if (mInfo.renderableReady[idx])
  601. return;
  602. // Note: Before uploading bone matrices perhaps check if they has actually been changed since last frame
  603. if(frameInfo.animData != nullptr)
  604. mInfo.renderables[idx]->renderable->updateAnimationBuffers(*frameInfo.animData);
  605. // Note: Could this step be moved in notifyRenderableUpdated, so it only triggers when material actually gets
  606. // changed? Although it shouldn't matter much because if the internal versions keeping track of dirty params.
  607. for (auto& element : mInfo.renderables[idx]->elements)
  608. element.material->updateParamsSet(element.params);
  609. mInfo.renderables[idx]->perObjectParamBuffer->flushToGPU();
  610. mInfo.renderableReady[idx] = true;
  611. }
  612. }}