BsRenderBeast.cpp 32 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017
  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. mDefaultMaterial(nullptr), mDefaultNoNormalMaterial(nullptr), mPointLightMat(nullptr), mDirLightMat(nullptr)
  42. {
  43. }
  44. const StringID& RenderBeast::getName() const
  45. {
  46. static StringID name = "RenderBeast";
  47. return name;
  48. }
  49. void RenderBeast::_onActivated()
  50. {
  51. CoreRenderer::_onActivated();
  52. gCoreThread().queueCommand(std::bind(&RenderBeast::initializeCore, this));
  53. }
  54. void RenderBeast::_onDeactivated()
  55. {
  56. CoreRenderer::_onDeactivated();
  57. gCoreAccessor().queueCommand(std::bind(&RenderBeast::destroyCore, this));
  58. gCoreAccessor().submitToCoreThread(true);
  59. }
  60. void RenderBeast::initializeCore()
  61. {
  62. mCoreOptions = bs_shared_ptr_new<RenderBeastOptions>();
  63. mStaticHandler = bs_new<StaticRenderableHandler>();
  64. mDefaultMaterial = bs_new<DefaultMaterial>();
  65. mDefaultNoNormalMaterial = bs_new<DefaultMaterialNoNormal>();
  66. mPointLightMat = bs_new<PointLightMat>();
  67. mDirLightMat = bs_new<DirectionalLightMat>();
  68. RenderTexturePool::startUp();
  69. }
  70. void RenderBeast::destroyCore()
  71. {
  72. if (mStaticHandler != nullptr)
  73. bs_delete(mStaticHandler);
  74. mRenderTargets.clear();
  75. mCameraData.clear();
  76. mRenderables.clear();
  77. RenderTexturePool::shutDown();
  78. bs_delete(mDefaultMaterial);
  79. bs_delete(mDefaultNoNormalMaterial);
  80. bs_delete(mPointLightMat);
  81. bs_delete(mDirLightMat);
  82. assert(mSamplerOverrides.empty());
  83. }
  84. void RenderBeast::_notifyRenderableAdded(RenderableCore* renderable)
  85. {
  86. UINT32 renderableId = (UINT32)mRenderables.size();
  87. renderable->setRendererId(renderableId);
  88. mRenderables.push_back(RenderableData());
  89. mRenderableShaderData.push_back(RenderableShaderData());
  90. mWorldBounds.push_back(renderable->getBounds());
  91. RenderableData& renderableData = mRenderables.back();
  92. renderableData.renderable = renderable;
  93. RenderableShaderData& shaderData = mRenderableShaderData.back();
  94. shaderData.worldTransform = renderable->getTransform();
  95. shaderData.invWorldTransform = shaderData.worldTransform.inverseAffine();
  96. shaderData.worldNoScaleTransform = renderable->getTransformNoScale();
  97. shaderData.invWorldNoScaleTransform = shaderData.worldNoScaleTransform.inverseAffine();
  98. shaderData.worldDeterminantSign = shaderData.worldTransform.determinant3x3() >= 0.0f ? 1.0f : -1.0f;
  99. if (renderable->getRenderableType() == RenType_LitTextured)
  100. renderableData.controller = mStaticHandler;
  101. else
  102. renderableData.controller = nullptr;
  103. SPtr<MeshCore> mesh = renderable->getMesh();
  104. if (mesh != nullptr)
  105. {
  106. const MeshProperties& meshProps = mesh->getProperties();
  107. for (UINT32 i = 0; i < meshProps.getNumSubMeshes(); i++)
  108. {
  109. renderableData.elements.push_back(BeastRenderableElement());
  110. BeastRenderableElement& renElement = renderableData.elements.back();
  111. renElement.mesh = mesh;
  112. renElement.subMesh = meshProps.getSubMesh(i);
  113. renElement.renderableId = renderableId;
  114. renElement.material = renderable->getMaterial(i);
  115. if (renElement.material == nullptr)
  116. renElement.material = renderable->getMaterial(0);
  117. if (renElement.material == nullptr)
  118. {
  119. SPtr<VertexData> vertexData = mesh->getVertexData();
  120. const VertexDeclarationProperties& vertexProps = vertexData->vertexDeclaration->getProperties();
  121. if (vertexProps.findElementBySemantic(VES_NORMAL))
  122. renElement.material = mDefaultMaterial->getMaterial();
  123. else
  124. renElement.material = mDefaultNoNormalMaterial->getMaterial();
  125. }
  126. auto iterFind = mSamplerOverrides.find(renElement.material);
  127. if (iterFind != mSamplerOverrides.end())
  128. {
  129. renElement.samplerOverrides = iterFind->second;
  130. iterFind->second->refCount++;
  131. }
  132. else
  133. {
  134. MaterialSamplerOverrides* samplerOverrides = SamplerOverrideUtility::generateSamplerOverrides(renElement.material, mCoreOptions);
  135. mSamplerOverrides[renElement.material] = samplerOverrides;
  136. renElement.samplerOverrides = samplerOverrides;
  137. samplerOverrides->refCount++;
  138. }
  139. if (renderableData.controller != nullptr)
  140. renderableData.controller->initializeRenderElem(renElement);
  141. }
  142. }
  143. }
  144. void RenderBeast::_notifyRenderableRemoved(RenderableCore* renderable)
  145. {
  146. UINT32 renderableId = renderable->getRendererId();
  147. RenderableCore* lastRenerable = mRenderables.back().renderable;
  148. UINT32 lastRenderableId = lastRenerable->getRendererId();
  149. Vector<BeastRenderableElement>& elements = mRenderables[renderableId].elements;
  150. for (auto& element : elements)
  151. {
  152. auto iterFind = mSamplerOverrides.find(element.material);
  153. assert(iterFind != mSamplerOverrides.end());
  154. MaterialSamplerOverrides* samplerOverrides = iterFind->second;
  155. samplerOverrides->refCount--;
  156. if (samplerOverrides->refCount == 0)
  157. {
  158. SamplerOverrideUtility::destroySamplerOverrides(samplerOverrides);
  159. mSamplerOverrides.erase(iterFind);
  160. }
  161. element.samplerOverrides = nullptr;
  162. }
  163. if (renderableId != lastRenderableId)
  164. {
  165. // Swap current last element with the one we want to erase
  166. std::swap(mRenderables[renderableId], mRenderables[lastRenderableId]);
  167. std::swap(mWorldBounds[renderableId], mWorldBounds[lastRenderableId]);
  168. std::swap(mRenderableShaderData[renderableId], mRenderableShaderData[lastRenderableId]);
  169. lastRenerable->setRendererId(renderableId);
  170. Vector<BeastRenderableElement>& lastRenderableElements = mRenderables[renderableId].elements;
  171. for (auto& element : elements)
  172. element.renderableId = renderableId;
  173. }
  174. // Last element is the one we want to erase
  175. mRenderables.erase(mRenderables.end() - 1);
  176. mWorldBounds.erase(mWorldBounds.end() - 1);
  177. mRenderableShaderData.erase(mRenderableShaderData.end() - 1);
  178. }
  179. void RenderBeast::_notifyRenderableUpdated(RenderableCore* renderable)
  180. {
  181. UINT32 renderableId = renderable->getRendererId();
  182. RenderableShaderData& shaderData = mRenderableShaderData[renderableId];
  183. shaderData.worldTransform = renderable->getTransform();
  184. shaderData.invWorldTransform = shaderData.worldTransform.inverseAffine();
  185. shaderData.worldNoScaleTransform = renderable->getTransformNoScale();
  186. shaderData.invWorldNoScaleTransform = shaderData.worldNoScaleTransform.inverseAffine();
  187. shaderData.worldDeterminantSign = shaderData.worldTransform.determinant3x3() >= 0.0f ? 1.0f : -1.0f;
  188. mWorldBounds[renderableId] = renderable->getBounds();
  189. }
  190. void RenderBeast::_notifyLightAdded(LightCore* light)
  191. {
  192. if (light->getType() == LightType::Directional)
  193. {
  194. UINT32 lightId = (UINT32)mDirectionalLights.size();
  195. light->setRendererId(lightId);
  196. mDirectionalLights.push_back(LightData());
  197. LightData& lightData = mDirectionalLights.back();
  198. lightData.internal = light;
  199. }
  200. else
  201. {
  202. UINT32 lightId = (UINT32)mPointLights.size();
  203. light->setRendererId(lightId);
  204. mPointLights.push_back(LightData());
  205. mLightWorldBounds.push_back(light->getBounds());
  206. LightData& lightData = mPointLights.back();
  207. lightData.internal = light;
  208. }
  209. }
  210. void RenderBeast::_notifyLightUpdated(LightCore* light)
  211. {
  212. UINT32 lightId = light->getRendererId();
  213. if (light->getType() != LightType::Directional)
  214. mLightWorldBounds[lightId] = light->getBounds();
  215. }
  216. void RenderBeast::_notifyLightRemoved(LightCore* light)
  217. {
  218. UINT32 lightId = light->getRendererId();
  219. if (light->getType() == LightType::Directional)
  220. {
  221. LightCore* lastLight = mDirectionalLights.back().internal;
  222. UINT32 lastLightId = lastLight->getRendererId();
  223. if (lightId != lastLightId)
  224. {
  225. // Swap current last element with the one we want to erase
  226. std::swap(mDirectionalLights[lightId], mDirectionalLights[lastLightId]);
  227. lastLight->setRendererId(lightId);
  228. }
  229. // Last element is the one we want to erase
  230. mDirectionalLights.erase(mDirectionalLights.end() - 1);
  231. }
  232. else
  233. {
  234. LightCore* lastLight = mPointLights.back().internal;
  235. UINT32 lastLightId = lastLight->getRendererId();
  236. if (lightId != lastLightId)
  237. {
  238. // Swap current last element with the one we want to erase
  239. std::swap(mPointLights[lightId], mPointLights[lastLightId]);
  240. std::swap(mLightWorldBounds[lightId], mLightWorldBounds[lastLightId]);
  241. lastLight->setRendererId(lightId);
  242. }
  243. // Last element is the one we want to erase
  244. mPointLights.erase(mPointLights.end() - 1);
  245. mLightWorldBounds.erase(mLightWorldBounds.end() - 1);
  246. }
  247. }
  248. void RenderBeast::_notifyCameraAdded(const CameraCore* camera)
  249. {
  250. CameraData& camData = mCameraData[camera];
  251. camData.opaqueQueue = bs_shared_ptr_new<RenderQueue>(mCoreOptions->stateReductionMode);
  252. StateReduction transparentStateReduction = mCoreOptions->stateReductionMode;
  253. if (transparentStateReduction == StateReduction::Material)
  254. transparentStateReduction = StateReduction::Distance; // Transparent object MUST be sorted by distance
  255. camData.transparentQueue = bs_shared_ptr_new<RenderQueue>(transparentStateReduction);
  256. // Register in render target list
  257. SPtr<RenderTargetCore> renderTarget = camera->getViewport()->getTarget();
  258. if (renderTarget == nullptr)
  259. return;
  260. auto findIter = std::find_if(mRenderTargets.begin(), mRenderTargets.end(),
  261. [&](const RenderTargetData& x) { return x.target == renderTarget; });
  262. if (findIter != mRenderTargets.end())
  263. {
  264. findIter->cameras.push_back(camera);
  265. }
  266. else
  267. {
  268. mRenderTargets.push_back(RenderTargetData());
  269. RenderTargetData& renderTargetData = mRenderTargets.back();
  270. renderTargetData.target = renderTarget;
  271. renderTargetData.cameras.push_back(camera);
  272. }
  273. // Sort render targets based on priority
  274. auto cameraComparer = [&](const CameraCore* a, const CameraCore* b) { return a->getPriority() > b->getPriority(); };
  275. auto renderTargetInfoComparer = [&](const RenderTargetData& a, const RenderTargetData& b)
  276. { return a.target->getProperties().getPriority() > b.target->getProperties().getPriority(); };
  277. std::sort(begin(mRenderTargets), end(mRenderTargets), renderTargetInfoComparer);
  278. for (auto& camerasPerTarget : mRenderTargets)
  279. {
  280. Vector<const CameraCore*>& cameras = camerasPerTarget.cameras;
  281. std::sort(begin(cameras), end(cameras), cameraComparer);
  282. }
  283. }
  284. void RenderBeast::_notifyCameraRemoved(const CameraCore* camera)
  285. {
  286. mCameraData.erase(camera);
  287. // Remove from render target list
  288. for (auto iterTarget = mRenderTargets.begin(); iterTarget != mRenderTargets.end(); ++iterTarget)
  289. {
  290. RenderTargetData& target = *iterTarget;
  291. for (auto iterCam = target.cameras.begin(); iterCam != target.cameras.end(); ++iterCam)
  292. {
  293. if (camera == *iterCam)
  294. {
  295. target.cameras.erase(iterCam);
  296. break;
  297. }
  298. }
  299. if (target.cameras.empty())
  300. {
  301. mRenderTargets.erase(iterTarget);
  302. break;
  303. }
  304. }
  305. }
  306. void RenderBeast::setOptions(const SPtr<CoreRendererOptions>& options)
  307. {
  308. mOptions = std::static_pointer_cast<RenderBeastOptions>(options);
  309. mOptionsDirty = true;
  310. }
  311. SPtr<CoreRendererOptions> RenderBeast::getOptions() const
  312. {
  313. return mOptions;
  314. }
  315. void RenderBeast::renderAll()
  316. {
  317. // Sync all dirty sim thread CoreObject data to core thread
  318. CoreObjectManager::instance().syncToCore(gCoreAccessor());
  319. if (mOptionsDirty)
  320. {
  321. gCoreAccessor().queueCommand(std::bind(&RenderBeast::syncRenderOptions, this, *mOptions));
  322. mOptionsDirty = false;
  323. }
  324. gCoreAccessor().queueCommand(std::bind(&RenderBeast::renderAllCore, this, gTime().getTime()));
  325. }
  326. void RenderBeast::syncRenderOptions(const RenderBeastOptions& options)
  327. {
  328. bool filteringChanged = mCoreOptions->filtering != options.filtering;
  329. if (options.filtering == RenderBeastFiltering::Anisotropic)
  330. filteringChanged |= mCoreOptions->anisotropyMax != options.anisotropyMax;
  331. if (filteringChanged)
  332. refreshSamplerOverrides(true);
  333. *mCoreOptions = options;
  334. for (auto& cameraData : mCameraData)
  335. {
  336. cameraData.second.opaqueQueue->setStateReduction(mCoreOptions->stateReductionMode);
  337. StateReduction transparentStateReduction = mCoreOptions->stateReductionMode;
  338. if (transparentStateReduction == StateReduction::Material)
  339. transparentStateReduction = StateReduction::Distance; // Transparent object MUST be sorted by distance
  340. cameraData.second.transparentQueue->setStateReduction(transparentStateReduction);
  341. }
  342. }
  343. void RenderBeast::renderAllCore(float time)
  344. {
  345. THROW_IF_NOT_CORE_THREAD;
  346. // Note: I'm iterating over all sampler states every frame. If this ends up being a performance
  347. // issue consider handling this internally in MaterialCore which can only do it when sampler states
  348. // are actually modified after sync
  349. refreshSamplerOverrides();
  350. // Update global per-frame hardware buffers
  351. mStaticHandler->updatePerFrameBuffers(time);
  352. // Generate render queues per camera
  353. for (auto& cameraData : mCameraData)
  354. {
  355. const CameraCore* camera = cameraData.first;
  356. determineVisible(*camera);
  357. }
  358. // Render everything, target by target
  359. for (auto& renderTargetData : mRenderTargets)
  360. {
  361. SPtr<RenderTargetCore> target = renderTargetData.target;
  362. Vector<const CameraCore*>& cameras = renderTargetData.cameras;
  363. RenderAPICore::instance().beginFrame();
  364. //UINT32 numCameras = (UINT32)cameras.size();
  365. //for (UINT32 i = 0; i < numCameras; i++)
  366. // render(renderTargetData, i);
  367. // BEGIN OLD STUFF
  368. RenderAPICore::instance().setRenderTarget(target);
  369. for(auto& camera : cameras)
  370. {
  371. SPtr<ViewportCore> viewport = camera->getViewport();
  372. RenderAPICore::instance().setViewport(viewport->getNormArea());
  373. UINT32 clearBuffers = 0;
  374. if(viewport->getRequiresColorClear())
  375. clearBuffers |= FBT_COLOR;
  376. if(viewport->getRequiresDepthClear())
  377. clearBuffers |= FBT_DEPTH;
  378. if(viewport->getRequiresStencilClear())
  379. clearBuffers |= FBT_STENCIL;
  380. if(clearBuffers != 0)
  381. RenderAPICore::instance().clearViewport(clearBuffers, viewport->getClearColor(), viewport->getClearDepthValue(), viewport->getClearStencilValue());
  382. renderOLD(*camera);
  383. }
  384. // END OLD STUFF
  385. RenderAPICore::instance().endFrame();
  386. RenderAPICore::instance().swapBuffers(target);
  387. }
  388. }
  389. void RenderBeast::render(RenderTargetData& rtData, UINT32 camIdx)
  390. {
  391. const CameraCore* camera = rtData.cameras[camIdx];
  392. CameraData& camData = mCameraData[camera];
  393. SPtr<ViewportCore> viewport = camera->getViewport();
  394. Matrix4 projMatrix = camera->getProjectionMatrixRS();
  395. Matrix4 viewMatrix = camera->getViewMatrix();
  396. Matrix4 viewProjMatrix = projMatrix * viewMatrix;
  397. mStaticHandler->updatePerCameraBuffers(viewProjMatrix, viewMatrix, projMatrix, camera->getForward());
  398. // Render scene objects to g-buffer if there are any
  399. const Vector<RenderQueueElement>& opaqueElements = camData.opaqueQueue->getSortedElements();
  400. bool hasGBuffer = opaqueElements.size() > 0;
  401. if (hasGBuffer)
  402. {
  403. bool createGBuffer = camData.gbuffer == nullptr ||
  404. camData.gbuffer->getHDR() != mCoreOptions->hdr ||
  405. camData.gbuffer->getNumSamples() != mCoreOptions->msaa;
  406. if (createGBuffer)
  407. camData.gbuffer = RenderTargets::create(*viewport, mCoreOptions->hdr, mCoreOptions->msaa);
  408. camData.gbuffer->bind();
  409. UINT32 clearBuffers = 0;
  410. if (viewport->getRequiresColorClear())
  411. clearBuffers |= FBT_COLOR;
  412. if (viewport->getRequiresDepthClear())
  413. clearBuffers |= FBT_DEPTH;
  414. if (viewport->getRequiresStencilClear())
  415. clearBuffers |= FBT_STENCIL;
  416. if (clearBuffers != 0)
  417. RenderAPICore::instance().clearViewport(clearBuffers, viewport->getClearColor(), viewport->getClearDepthValue(), viewport->getClearStencilValue());
  418. for (auto iter = opaqueElements.begin(); iter != opaqueElements.end(); ++iter)
  419. {
  420. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  421. SPtr<MaterialCore> material = renderElem->material;
  422. UINT32 rendererId = renderElem->renderableId;
  423. Matrix4 worldViewProjMatrix = viewProjMatrix * mRenderableShaderData[rendererId].worldTransform;
  424. mStaticHandler->updatePerObjectBuffers(*renderElem, mRenderableShaderData[rendererId], worldViewProjMatrix);
  425. mStaticHandler->bindGlobalBuffers(*renderElem); // Note: If I can keep global buffer slot indexes the same between shaders I could only bind these once
  426. mStaticHandler->bindPerObjectBuffers(*renderElem);
  427. if (iter->applyPass)
  428. {
  429. SPtr<PassCore> pass = material->getPass(iter->passIdx);
  430. setPass(pass);
  431. }
  432. SPtr<PassParametersCore> passParams = material->getPassParameters(iter->passIdx);
  433. if (renderElem->samplerOverrides != nullptr)
  434. setPassParams(passParams, &renderElem->samplerOverrides->passes[iter->passIdx]);
  435. else
  436. setPassParams(passParams, nullptr);
  437. draw(iter->renderElem->mesh, iter->renderElem->subMesh);
  438. }
  439. }
  440. else
  441. camData.gbuffer = nullptr;
  442. // Prepare final render target
  443. SPtr<RenderTargetCore> target = rtData.target;
  444. // If first camera in render target, prepare the RT
  445. if (camIdx == 0)
  446. {
  447. RenderAPICore::instance().setRenderTarget(target);
  448. RenderAPICore::instance().setViewport(viewport->getNormArea());
  449. UINT32 clearBuffers = 0;
  450. if (viewport->getRequiresColorClear())
  451. clearBuffers |= FBT_COLOR;
  452. if (viewport->getRequiresDepthClear())
  453. clearBuffers |= FBT_DEPTH;
  454. if (viewport->getRequiresStencilClear())
  455. clearBuffers |= FBT_STENCIL;
  456. if (clearBuffers != 0)
  457. RenderAPICore::instance().clearViewport(clearBuffers, viewport->getClearColor(), viewport->getClearDepthValue(), viewport->getClearStencilValue());
  458. }
  459. // Trigger pre-scene callbacks
  460. auto iterCameraCallbacks = mRenderCallbacks.find(camera);
  461. if (iterCameraCallbacks != mRenderCallbacks.end())
  462. {
  463. for (auto& callbackPair : iterCameraCallbacks->second)
  464. {
  465. if (callbackPair.first >= 0)
  466. break;
  467. callbackPair.second();
  468. }
  469. }
  470. // Render lights and resolve gbuffer if there is one
  471. if (hasGBuffer)
  472. {
  473. SPtr<MaterialCore> dirMaterial = mDirLightMat->getMaterial();
  474. SPtr<PassCore> dirPass = dirMaterial->getPass(0);
  475. setPass(dirPass);
  476. for (auto& light : mDirectionalLights)
  477. {
  478. if (!light.internal->getIsActive())
  479. continue;
  480. mDirLightMat->setParameters(light.internal);
  481. SPtr<MeshCore> mesh = nullptr; // TODO - Get full screen quad
  482. draw(mesh, mesh->getProperties().getSubMesh(0));
  483. }
  484. // TODO - Cull lights based on visibility, right now I just iterate over all of them.
  485. for (auto& light : mPointLights)
  486. {
  487. if (!light.internal->getIsActive())
  488. continue;
  489. mPointLightMat->setParameters(light.internal);
  490. SPtr<MeshCore> mesh = light.internal->getMesh();
  491. draw(mesh, mesh->getProperties().getSubMesh(0));
  492. }
  493. // TODO - Resolve to render target (Later: Manual resolve during deferred light pass?)
  494. camData.gbuffer->unbind();
  495. }
  496. // Render transparent objects (TODO - No lighting yet)
  497. const Vector<RenderQueueElement>& transparentElements = camData.transparentQueue->getSortedElements();
  498. for (auto iter = transparentElements.begin(); iter != transparentElements.end(); ++iter)
  499. {
  500. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  501. SPtr<MaterialCore> material = renderElem->material;
  502. UINT32 rendererId = renderElem->renderableId;
  503. Matrix4 worldViewProjMatrix = viewProjMatrix * mRenderableShaderData[rendererId].worldTransform;
  504. mStaticHandler->updatePerObjectBuffers(*renderElem, mRenderableShaderData[rendererId], worldViewProjMatrix);
  505. mStaticHandler->bindGlobalBuffers(*renderElem); // Note: If I can keep global buffer slot indexes the same between shaders I could only bind these once
  506. mStaticHandler->bindPerObjectBuffers(*renderElem);
  507. if (iter->applyPass)
  508. {
  509. SPtr<PassCore> pass = material->getPass(iter->passIdx);
  510. setPass(pass);
  511. }
  512. SPtr<PassParametersCore> passParams = material->getPassParameters(iter->passIdx);
  513. if (renderElem->samplerOverrides != nullptr)
  514. setPassParams(passParams, &renderElem->samplerOverrides->passes[iter->passIdx]);
  515. else
  516. setPassParams(passParams, nullptr);
  517. draw(iter->renderElem->mesh, iter->renderElem->subMesh);
  518. }
  519. camData.opaqueQueue->clear();
  520. camData.transparentQueue->clear();
  521. // Render post-scene callbacks
  522. if (iterCameraCallbacks != mRenderCallbacks.end())
  523. {
  524. for (auto& callbackPair : iterCameraCallbacks->second)
  525. {
  526. if (callbackPair.first < 0)
  527. continue;
  528. callbackPair.second();
  529. }
  530. }
  531. }
  532. void RenderBeast::renderOLD(const CameraCore& camera)
  533. {
  534. THROW_IF_NOT_CORE_THREAD;
  535. RenderAPICore& rs = RenderAPICore::instance();
  536. CameraData& cameraData = mCameraData[&camera];
  537. Matrix4 projMatrix = camera.getProjectionMatrixRS();
  538. Matrix4 viewMatrix = camera.getViewMatrix();
  539. Matrix4 viewProjMatrix = projMatrix * viewMatrix;
  540. // Trigger pre-render callbacks
  541. auto iterCameraCallbacks = mRenderCallbacks.find(&camera);
  542. if (iterCameraCallbacks != mRenderCallbacks.end())
  543. {
  544. for (auto& callbackPair : iterCameraCallbacks->second)
  545. {
  546. if (callbackPair.first >= 0)
  547. break;
  548. callbackPair.second();
  549. }
  550. }
  551. // Render opaque
  552. //// Update global per-frame hardware buffers
  553. mStaticHandler->updatePerCameraBuffers(viewProjMatrix, viewMatrix, projMatrix, camera.getForward());
  554. // TODO - This bit can be removed once I fully switch to deferred
  555. const Vector<RenderQueueElement>& opaqueElements = cameraData.opaqueQueue->getSortedElements();
  556. for(auto iter = opaqueElements.begin(); iter != opaqueElements.end(); ++iter)
  557. {
  558. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  559. SPtr<MaterialCore> material = renderElem->material;
  560. UINT32 rendererId = renderElem->renderableId;
  561. Matrix4 worldViewProjMatrix = viewProjMatrix * mRenderableShaderData[rendererId].worldTransform;
  562. mStaticHandler->updatePerObjectBuffers(*renderElem, mRenderableShaderData[rendererId], worldViewProjMatrix);
  563. mStaticHandler->bindGlobalBuffers(*renderElem); // Note: If I can keep global buffer slot indexes the same between shaders I could only bind these once
  564. mStaticHandler->bindPerObjectBuffers(*renderElem);
  565. if (iter->applyPass)
  566. {
  567. SPtr<PassCore> pass = material->getPass(iter->passIdx);
  568. setPass(pass);
  569. }
  570. {
  571. SPtr<PassParametersCore> passParams = material->getPassParameters(iter->passIdx);
  572. if (renderElem->samplerOverrides != nullptr)
  573. setPassParams(passParams, &renderElem->samplerOverrides->passes[iter->passIdx]);
  574. else
  575. setPassParams(passParams, nullptr);
  576. }
  577. draw(iter->renderElem->mesh, iter->renderElem->subMesh);
  578. }
  579. // Render transparent
  580. const Vector<RenderQueueElement>& transparentElements = cameraData.transparentQueue->getSortedElements();
  581. for (auto iter = transparentElements.begin(); iter != transparentElements.end(); ++iter)
  582. {
  583. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  584. SPtr<MaterialCore> material = renderElem->material;
  585. UINT32 rendererId = renderElem->renderableId;
  586. Matrix4 worldViewProjMatrix = viewProjMatrix * mRenderableShaderData[rendererId].worldTransform;
  587. mStaticHandler->updatePerObjectBuffers(*renderElem, mRenderableShaderData[rendererId], worldViewProjMatrix);
  588. mStaticHandler->bindGlobalBuffers(*renderElem); // Note: If I can keep global buffer slot indexes the same between shaders I could only bind these once
  589. mStaticHandler->bindPerObjectBuffers(*renderElem);
  590. if (iter->applyPass)
  591. {
  592. SPtr<PassCore> pass = material->getPass(iter->passIdx);
  593. setPass(pass);
  594. }
  595. SPtr<PassParametersCore> passParams = material->getPassParameters(iter->passIdx);
  596. if (renderElem->samplerOverrides != nullptr)
  597. setPassParams(passParams, &renderElem->samplerOverrides->passes[iter->passIdx]);
  598. else
  599. setPassParams(passParams, nullptr);
  600. draw(iter->renderElem->mesh, iter->renderElem->subMesh);
  601. }
  602. cameraData.opaqueQueue->clear();
  603. cameraData.transparentQueue->clear();
  604. // Trigger post-render callbacks
  605. if (iterCameraCallbacks != mRenderCallbacks.end())
  606. {
  607. for (auto& callbackPair : iterCameraCallbacks->second)
  608. {
  609. if (callbackPair.first < 0)
  610. continue;
  611. callbackPair.second();
  612. }
  613. }
  614. }
  615. void RenderBeast::determineVisible(const CameraCore& camera)
  616. {
  617. CameraData& cameraData = mCameraData[&camera];
  618. UINT64 cameraLayers = camera.getLayers();
  619. ConvexVolume worldFrustum = camera.getWorldFrustum();
  620. // Update per-object param buffers and queue render elements
  621. for (auto& renderableData : mRenderables)
  622. {
  623. RenderableCore* renderable = renderableData.renderable;
  624. RenderableHandler* controller = renderableData.controller;
  625. UINT32 renderableType = renderable->getRenderableType();
  626. UINT32 rendererId = renderable->getRendererId();
  627. if ((renderable->getLayer() & cameraLayers) == 0)
  628. continue;
  629. // Do frustum culling
  630. // TODO - This is bound to be a bottleneck at some point. When it is ensure that intersect
  631. // methods use vector operations, as it is trivial to update them.
  632. const Sphere& boundingSphere = mWorldBounds[rendererId].getSphere();
  633. if (worldFrustum.intersects(boundingSphere))
  634. {
  635. // More precise with the box
  636. const AABox& boundingBox = mWorldBounds[rendererId].getBox();
  637. if (worldFrustum.intersects(boundingBox))
  638. {
  639. float distanceToCamera = (camera.getPosition() - boundingBox.getCenter()).length();
  640. for (auto& renderElem : renderableData.elements)
  641. {
  642. bool isTransparent = (renderElem.material->getShader()->getFlags() & (UINT32)ShaderFlags::Transparent) != 0;
  643. if (isTransparent)
  644. cameraData.transparentQueue->add(&renderElem, distanceToCamera);
  645. else
  646. cameraData.opaqueQueue->add(&renderElem, distanceToCamera);
  647. }
  648. }
  649. }
  650. }
  651. cameraData.opaqueQueue->sort();
  652. cameraData.transparentQueue->sort();
  653. }
  654. Vector2 RenderBeast::getDeviceZTransform(const Matrix4& projMatrix)
  655. {
  656. Vector2 output;
  657. output.x = 1.0f / projMatrix[2][2];
  658. output.y = projMatrix[2][3] / projMatrix[2][2];
  659. return output;
  660. }
  661. void RenderBeast::refreshSamplerOverrides(bool force)
  662. {
  663. for (auto& entry : mSamplerOverrides)
  664. {
  665. SPtr<MaterialCore> material = entry.first;
  666. if (force)
  667. {
  668. SamplerOverrideUtility::destroySamplerOverrides(entry.second);
  669. entry.second = SamplerOverrideUtility::generateSamplerOverrides(material, mCoreOptions);
  670. }
  671. else
  672. {
  673. MaterialSamplerOverrides* materialOverrides = entry.second;
  674. UINT32 numPasses = material->getNumPasses();
  675. assert(numPasses == materialOverrides->numPasses);
  676. for (UINT32 i = 0; i < numPasses; i++)
  677. {
  678. SPtr<PassParametersCore> passParams = material->getPassParameters(i);
  679. PassSamplerOverrides& passOverrides = materialOverrides->passes[i];
  680. for (UINT32 j = 0; j < PassParametersCore::NUM_PARAMS; j++)
  681. {
  682. StageSamplerOverrides& stageOverrides = passOverrides.stages[j];
  683. SPtr<GpuParamsCore> params = passParams->getParamByIdx(j);
  684. if (params == nullptr)
  685. continue;
  686. const GpuParamDesc& paramDesc = params->getParamDesc();
  687. for (auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  688. {
  689. UINT32 slot = iter->second.slot;
  690. SPtr<SamplerStateCore> samplerState = params->getSamplerState(slot);
  691. assert(stageOverrides.numStates > slot);
  692. if (samplerState != stageOverrides.stateOverrides[slot])
  693. {
  694. if (samplerState != nullptr)
  695. stageOverrides.stateOverrides[slot] = SamplerOverrideUtility::generateSamplerOverride(samplerState, mCoreOptions);
  696. else
  697. stageOverrides.stateOverrides[slot] = SamplerOverrideUtility::generateSamplerOverride(SamplerStateCore::getDefault(), mCoreOptions);;
  698. }
  699. }
  700. }
  701. }
  702. }
  703. }
  704. }
  705. void RenderBeast::setPass(const SPtr<PassCore>& pass)
  706. {
  707. THROW_IF_NOT_CORE_THREAD;
  708. RenderAPICore& rs = RenderAPICore::instance();
  709. struct StageData
  710. {
  711. GpuProgramType type;
  712. bool enable;
  713. SPtr<GpuProgramCore> program;
  714. };
  715. const UINT32 numStages = 6;
  716. StageData stages[numStages] =
  717. {
  718. { GPT_VERTEX_PROGRAM, pass->hasVertexProgram(), pass->getVertexProgram() },
  719. { GPT_FRAGMENT_PROGRAM, pass->hasFragmentProgram(), pass->getFragmentProgram() },
  720. { GPT_GEOMETRY_PROGRAM, pass->hasGeometryProgram(), pass->getGeometryProgram() },
  721. { GPT_HULL_PROGRAM, pass->hasHullProgram(), pass->getHullProgram() },
  722. { GPT_DOMAIN_PROGRAM, pass->hasDomainProgram(), pass->getDomainProgram() },
  723. { GPT_COMPUTE_PROGRAM, pass->hasComputeProgram(), pass->getComputeProgram() }
  724. };
  725. for (UINT32 i = 0; i < numStages; i++)
  726. {
  727. const StageData& stage = stages[i];
  728. if (stage.enable)
  729. rs.bindGpuProgram(stage.program);
  730. else
  731. rs.unbindGpuProgram(stage.type);
  732. }
  733. // Set up non-texture related pass settings
  734. if (pass->getBlendState() != nullptr)
  735. rs.setBlendState(pass->getBlendState());
  736. else
  737. rs.setBlendState(BlendStateCore::getDefault());
  738. if (pass->getDepthStencilState() != nullptr)
  739. rs.setDepthStencilState(pass->getDepthStencilState(), pass->getStencilRefValue());
  740. else
  741. rs.setDepthStencilState(DepthStencilStateCore::getDefault(), pass->getStencilRefValue());
  742. if (pass->getRasterizerState() != nullptr)
  743. rs.setRasterizerState(pass->getRasterizerState());
  744. else
  745. rs.setRasterizerState(RasterizerStateCore::getDefault());
  746. }
  747. void RenderBeast::setPassParams(const SPtr<PassParametersCore>& passParams, const PassSamplerOverrides* samplerOverrides)
  748. {
  749. THROW_IF_NOT_CORE_THREAD;
  750. RenderAPICore& rs = RenderAPICore::instance();
  751. struct StageData
  752. {
  753. GpuProgramType type;
  754. SPtr<GpuParamsCore> params;
  755. };
  756. const UINT32 numStages = 6;
  757. StageData stages[numStages] =
  758. {
  759. { GPT_VERTEX_PROGRAM, passParams->mVertParams },
  760. { GPT_FRAGMENT_PROGRAM, passParams->mFragParams },
  761. { GPT_GEOMETRY_PROGRAM, passParams->mGeomParams },
  762. { GPT_HULL_PROGRAM, passParams->mHullParams },
  763. { GPT_DOMAIN_PROGRAM, passParams->mDomainParams },
  764. { GPT_COMPUTE_PROGRAM, passParams->mComputeParams }
  765. };
  766. for (UINT32 i = 0; i < numStages; i++)
  767. {
  768. const StageData& stage = stages[i];
  769. SPtr<GpuParamsCore> params = stage.params;
  770. if (params == nullptr)
  771. continue;
  772. const GpuParamDesc& paramDesc = params->getParamDesc();
  773. for (auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  774. {
  775. SPtr<SamplerStateCore> samplerState;
  776. if (samplerOverrides != nullptr)
  777. samplerState = samplerOverrides->stages[i].stateOverrides[iter->second.slot];
  778. else
  779. samplerState = params->getSamplerState(iter->second.slot);
  780. if (samplerState == nullptr)
  781. rs.setSamplerState(stage.type, iter->second.slot, SamplerStateCore::getDefault());
  782. else
  783. rs.setSamplerState(stage.type, iter->second.slot, samplerState);
  784. }
  785. for (auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
  786. {
  787. SPtr<TextureCore> texture = params->getTexture(iter->second.slot);
  788. if (!params->isLoadStoreTexture(iter->second.slot))
  789. {
  790. if (texture == nullptr)
  791. rs.setTexture(stage.type, iter->second.slot, false, nullptr);
  792. else
  793. rs.setTexture(stage.type, iter->second.slot, true, texture);
  794. }
  795. else
  796. {
  797. const TextureSurface& surface = params->getLoadStoreSurface(iter->second.slot);
  798. if (texture == nullptr)
  799. rs.setLoadStoreTexture(stage.type, iter->second.slot, false, nullptr, surface);
  800. else
  801. rs.setLoadStoreTexture(stage.type, iter->second.slot, true, texture, surface);
  802. }
  803. }
  804. rs.setConstantBuffers(stage.type, params);
  805. }
  806. }
  807. }