BsRenderBeast.cpp 27 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "BsRenderBeast.h"
  4. #include "BsCCamera.h"
  5. #include "BsCRenderable.h"
  6. #include "BsMaterial.h"
  7. #include "BsMesh.h"
  8. #include "BsPass.h"
  9. #include "BsSamplerState.h"
  10. #include "BsCoreApplication.h"
  11. #include "BsViewport.h"
  12. #include "BsRenderTarget.h"
  13. #include "BsRenderQueue.h"
  14. #include "BsCoreThread.h"
  15. #include "BsGpuParams.h"
  16. #include "BsProfilerCPU.h"
  17. #include "BsShader.h"
  18. #include "BsGpuParamBlockBuffer.h"
  19. #include "BsTime.h"
  20. #include "BsRenderableElement.h"
  21. #include "BsCoreObjectManager.h"
  22. #include "BsRenderBeastOptions.h"
  23. #include "BsSamplerOverrides.h"
  24. #include "BsLight.h"
  25. #include "BsRenderTexturePool.h"
  26. #include "BsRenderTargets.h"
  27. #include "BsRendererUtility.h"
  28. using namespace std::placeholders;
  29. namespace BansheeEngine
  30. {
  31. RenderBeast::RenderBeast()
  32. : mDefaultMaterial(nullptr), mPointLightInMat(nullptr), mPointLightOutMat(nullptr), mDirLightMat(nullptr)
  33. , mObjectRenderer(nullptr), mOptions(bs_shared_ptr_new<RenderBeastOptions>()), mOptionsDirty(true)
  34. {
  35. }
  36. const StringID& RenderBeast::getName() const
  37. {
  38. static StringID name = "RenderBeast";
  39. return name;
  40. }
  41. void RenderBeast::initialize()
  42. {
  43. CoreRenderer::initialize();
  44. CoreThread::instance().queueCommand(std::bind(&RenderBeast::initializeCore, this));
  45. }
  46. void RenderBeast::destroy()
  47. {
  48. CoreRenderer::destroy();
  49. gCoreAccessor().queueCommand(std::bind(&RenderBeast::destroyCore, this));
  50. gCoreAccessor().submitToCoreThread(true);
  51. }
  52. void RenderBeast::initializeCore()
  53. {
  54. RendererUtility::startUp();
  55. mCoreOptions = bs_shared_ptr_new<RenderBeastOptions>();
  56. mObjectRenderer = bs_new<ObjectRenderer>();
  57. mDefaultMaterial = bs_new<DefaultMaterial>();
  58. mPointLightInMat = bs_new<PointLightInMat>();
  59. mPointLightOutMat = bs_new<PointLightOutMat>();
  60. mDirLightMat = bs_new<DirectionalLightMat>();
  61. RenderTexturePool::startUp();
  62. PostProcessing::startUp();
  63. }
  64. void RenderBeast::destroyCore()
  65. {
  66. if (mObjectRenderer != nullptr)
  67. bs_delete(mObjectRenderer);
  68. mRenderTargets.clear();
  69. mCameras.clear();
  70. mRenderables.clear();
  71. PostProcessing::shutDown();
  72. RenderTexturePool::shutDown();
  73. bs_delete(mDefaultMaterial);
  74. bs_delete(mPointLightInMat);
  75. bs_delete(mPointLightOutMat);
  76. bs_delete(mDirLightMat);
  77. RendererUtility::shutDown();
  78. assert(mSamplerOverrides.empty());
  79. }
  80. void RenderBeast::notifyRenderableAdded(RenderableCore* renderable)
  81. {
  82. UINT32 renderableId = (UINT32)mRenderables.size();
  83. renderable->setRendererId(renderableId);
  84. mRenderables.push_back(RendererObject());
  85. mRenderableShaderData.push_back(RenderableShaderData());
  86. mWorldBounds.push_back(renderable->getBounds());
  87. RendererObject& rendererObject = mRenderables.back();
  88. rendererObject.renderable = renderable;
  89. RenderableShaderData& shaderData = mRenderableShaderData.back();
  90. shaderData.worldTransform = renderable->getTransform();
  91. shaderData.invWorldTransform = shaderData.worldTransform.inverseAffine();
  92. shaderData.worldNoScaleTransform = renderable->getTransformNoScale();
  93. shaderData.invWorldNoScaleTransform = shaderData.worldNoScaleTransform.inverseAffine();
  94. shaderData.worldDeterminantSign = shaderData.worldTransform.determinant3x3() >= 0.0f ? 1.0f : -1.0f;
  95. SPtr<MeshCore> mesh = renderable->getMesh();
  96. if (mesh != nullptr)
  97. {
  98. const MeshProperties& meshProps = mesh->getProperties();
  99. SPtr<VertexDeclarationCore> vertexDecl = mesh->getVertexData()->vertexDeclaration;
  100. for (UINT32 i = 0; i < meshProps.getNumSubMeshes(); i++)
  101. {
  102. rendererObject.elements.push_back(BeastRenderableElement());
  103. BeastRenderableElement& renElement = rendererObject.elements.back();
  104. renElement.mesh = mesh;
  105. renElement.subMesh = meshProps.getSubMesh(i);
  106. renElement.renderableId = renderableId;
  107. renElement.material = renderable->getMaterial(i);
  108. if (renElement.material == nullptr)
  109. renElement.material = renderable->getMaterial(0);
  110. if (renElement.material != nullptr && renElement.material->getShader() == nullptr)
  111. renElement.material = nullptr;
  112. // Validate mesh <-> shader vertex bindings
  113. if (renElement.material != nullptr)
  114. {
  115. UINT32 numPasses = renElement.material->getNumPasses();
  116. for (UINT32 j = 0; j < numPasses; j++)
  117. {
  118. SPtr<PassCore> pass = renElement.material->getPass(j);
  119. SPtr<VertexDeclarationCore> shaderDecl = pass->getVertexProgram()->getInputDeclaration();
  120. if (!vertexDecl->isCompatible(shaderDecl))
  121. {
  122. Vector<VertexElement> missingElements = vertexDecl->getMissingElements(shaderDecl);
  123. StringStream wrnStream;
  124. wrnStream << "Provided mesh is missing required vertex attributes to render with the provided shader. Missing elements: " << std::endl;
  125. for (auto& entry : missingElements)
  126. wrnStream << "\t" << toString(entry.getSemantic()) << entry.getSemanticIdx() << std::endl;
  127. LOGWRN(wrnStream.str());
  128. break;
  129. }
  130. }
  131. }
  132. // If no material use the default material
  133. if (renElement.material == nullptr)
  134. renElement.material = mDefaultMaterial->getMaterial();
  135. auto iterFind = mSamplerOverrides.find(renElement.material);
  136. if (iterFind != mSamplerOverrides.end())
  137. {
  138. renElement.samplerOverrides = iterFind->second;
  139. iterFind->second->refCount++;
  140. }
  141. else
  142. {
  143. MaterialSamplerOverrides* samplerOverrides = SamplerOverrideUtility::generateSamplerOverrides(renElement.material, mCoreOptions);
  144. mSamplerOverrides[renElement.material] = samplerOverrides;
  145. renElement.samplerOverrides = samplerOverrides;
  146. samplerOverrides->refCount++;
  147. }
  148. mObjectRenderer->initElement(renElement);
  149. }
  150. }
  151. }
  152. void RenderBeast::notifyRenderableRemoved(RenderableCore* renderable)
  153. {
  154. UINT32 renderableId = renderable->getRendererId();
  155. RenderableCore* lastRenerable = mRenderables.back().renderable;
  156. UINT32 lastRenderableId = lastRenerable->getRendererId();
  157. Vector<BeastRenderableElement>& elements = mRenderables[renderableId].elements;
  158. for (auto& element : elements)
  159. {
  160. auto iterFind = mSamplerOverrides.find(element.material);
  161. assert(iterFind != mSamplerOverrides.end());
  162. MaterialSamplerOverrides* samplerOverrides = iterFind->second;
  163. samplerOverrides->refCount--;
  164. if (samplerOverrides->refCount == 0)
  165. {
  166. SamplerOverrideUtility::destroySamplerOverrides(samplerOverrides);
  167. mSamplerOverrides.erase(iterFind);
  168. }
  169. element.samplerOverrides = nullptr;
  170. }
  171. if (renderableId != lastRenderableId)
  172. {
  173. // Swap current last element with the one we want to erase
  174. std::swap(mRenderables[renderableId], mRenderables[lastRenderableId]);
  175. std::swap(mWorldBounds[renderableId], mWorldBounds[lastRenderableId]);
  176. std::swap(mRenderableShaderData[renderableId], mRenderableShaderData[lastRenderableId]);
  177. lastRenerable->setRendererId(renderableId);
  178. for (auto& element : elements)
  179. element.renderableId = renderableId;
  180. }
  181. // Last element is the one we want to erase
  182. mRenderables.erase(mRenderables.end() - 1);
  183. mWorldBounds.erase(mWorldBounds.end() - 1);
  184. mRenderableShaderData.erase(mRenderableShaderData.end() - 1);
  185. }
  186. void RenderBeast::notifyRenderableUpdated(RenderableCore* renderable)
  187. {
  188. UINT32 renderableId = renderable->getRendererId();
  189. RenderableShaderData& shaderData = mRenderableShaderData[renderableId];
  190. shaderData.worldTransform = renderable->getTransform();
  191. shaderData.invWorldTransform = shaderData.worldTransform.inverseAffine();
  192. shaderData.worldNoScaleTransform = renderable->getTransformNoScale();
  193. shaderData.invWorldNoScaleTransform = shaderData.worldNoScaleTransform.inverseAffine();
  194. shaderData.worldDeterminantSign = shaderData.worldTransform.determinant3x3() >= 0.0f ? 1.0f : -1.0f;
  195. mWorldBounds[renderableId] = renderable->getBounds();
  196. }
  197. void RenderBeast::notifyLightAdded(LightCore* light)
  198. {
  199. if (light->getType() == LightType::Directional)
  200. {
  201. UINT32 lightId = (UINT32)mDirectionalLights.size();
  202. light->setRendererId(lightId);
  203. mDirectionalLights.push_back(LightData());
  204. LightData& lightData = mDirectionalLights.back();
  205. lightData.internal = light;
  206. }
  207. else
  208. {
  209. UINT32 lightId = (UINT32)mPointLights.size();
  210. light->setRendererId(lightId);
  211. mPointLights.push_back(LightData());
  212. mLightWorldBounds.push_back(light->getBounds());
  213. LightData& lightData = mPointLights.back();
  214. lightData.internal = light;
  215. }
  216. }
  217. void RenderBeast::notifyLightUpdated(LightCore* light)
  218. {
  219. UINT32 lightId = light->getRendererId();
  220. if (light->getType() != LightType::Directional)
  221. mLightWorldBounds[lightId] = light->getBounds();
  222. }
  223. void RenderBeast::notifyLightRemoved(LightCore* light)
  224. {
  225. UINT32 lightId = light->getRendererId();
  226. if (light->getType() == LightType::Directional)
  227. {
  228. LightCore* lastLight = mDirectionalLights.back().internal;
  229. UINT32 lastLightId = lastLight->getRendererId();
  230. if (lightId != lastLightId)
  231. {
  232. // Swap current last element with the one we want to erase
  233. std::swap(mDirectionalLights[lightId], mDirectionalLights[lastLightId]);
  234. lastLight->setRendererId(lightId);
  235. }
  236. // Last element is the one we want to erase
  237. mDirectionalLights.erase(mDirectionalLights.end() - 1);
  238. }
  239. else
  240. {
  241. LightCore* lastLight = mPointLights.back().internal;
  242. UINT32 lastLightId = lastLight->getRendererId();
  243. if (lightId != lastLightId)
  244. {
  245. // Swap current last element with the one we want to erase
  246. std::swap(mPointLights[lightId], mPointLights[lastLightId]);
  247. std::swap(mLightWorldBounds[lightId], mLightWorldBounds[lastLightId]);
  248. lastLight->setRendererId(lightId);
  249. }
  250. // Last element is the one we want to erase
  251. mPointLights.erase(mPointLights.end() - 1);
  252. mLightWorldBounds.erase(mLightWorldBounds.end() - 1);
  253. }
  254. }
  255. void RenderBeast::notifyCameraAdded(const CameraCore* camera)
  256. {
  257. updateCameraData(camera);
  258. }
  259. void RenderBeast::notifyCameraUpdated(const CameraCore* camera, UINT32 updateFlag)
  260. {
  261. if((updateFlag & (UINT32)CameraDirtyFlag::Everything) != 0)
  262. {
  263. updateCameraData(camera);
  264. }
  265. else if((updateFlag & (UINT32)CameraDirtyFlag::PostProcess) != 0)
  266. {
  267. RendererCamera& rendererCam = mCameras[camera];
  268. rendererCam.updatePP();
  269. }
  270. }
  271. void RenderBeast::notifyCameraRemoved(const CameraCore* camera)
  272. {
  273. updateCameraData(camera, true);
  274. }
  275. void RenderBeast::updateCameraData(const CameraCore* camera, bool forceRemove)
  276. {
  277. SPtr<RenderTargetCore> renderTarget = camera->getViewport()->getTarget();
  278. if(forceRemove)
  279. {
  280. mCameras.erase(camera);
  281. renderTarget = nullptr;
  282. }
  283. else
  284. {
  285. mCameras[camera] = RendererCamera(camera, mCoreOptions->stateReductionMode);
  286. }
  287. // Remove from render target list
  288. int rtChanged = 0; // 0 - No RT, 1 - RT found, 2 - RT changed
  289. for (auto iterTarget = mRenderTargets.begin(); iterTarget != mRenderTargets.end(); ++iterTarget)
  290. {
  291. RenderTargetData& target = *iterTarget;
  292. for (auto iterCam = target.cameras.begin(); iterCam != target.cameras.end(); ++iterCam)
  293. {
  294. if (camera == *iterCam)
  295. {
  296. if (renderTarget != target.target)
  297. {
  298. target.cameras.erase(iterCam);
  299. rtChanged = 2;
  300. }
  301. else
  302. rtChanged = 1;
  303. break;
  304. }
  305. }
  306. if (target.cameras.empty())
  307. {
  308. mRenderTargets.erase(iterTarget);
  309. break;
  310. }
  311. }
  312. // Register in render target list
  313. if (renderTarget != nullptr && (rtChanged == 0 || rtChanged == 2))
  314. {
  315. auto findIter = std::find_if(mRenderTargets.begin(), mRenderTargets.end(),
  316. [&](const RenderTargetData& x) { return x.target == renderTarget; });
  317. if (findIter != mRenderTargets.end())
  318. {
  319. findIter->cameras.push_back(camera);
  320. }
  321. else
  322. {
  323. mRenderTargets.push_back(RenderTargetData());
  324. RenderTargetData& renderTargetData = mRenderTargets.back();
  325. renderTargetData.target = renderTarget;
  326. renderTargetData.cameras.push_back(camera);
  327. }
  328. // Sort render targets based on priority
  329. auto cameraComparer = [&](const CameraCore* a, const CameraCore* b) { return a->getPriority() > b->getPriority(); };
  330. auto renderTargetInfoComparer = [&](const RenderTargetData& a, const RenderTargetData& b)
  331. { return a.target->getProperties().getPriority() > b.target->getProperties().getPriority(); };
  332. std::sort(begin(mRenderTargets), end(mRenderTargets), renderTargetInfoComparer);
  333. for (auto& camerasPerTarget : mRenderTargets)
  334. {
  335. Vector<const CameraCore*>& cameras = camerasPerTarget.cameras;
  336. std::sort(begin(cameras), end(cameras), cameraComparer);
  337. }
  338. }
  339. }
  340. void RenderBeast::setOptions(const SPtr<CoreRendererOptions>& options)
  341. {
  342. mOptions = std::static_pointer_cast<RenderBeastOptions>(options);
  343. mOptionsDirty = true;
  344. }
  345. SPtr<CoreRendererOptions> RenderBeast::getOptions() const
  346. {
  347. return mOptions;
  348. }
  349. void RenderBeast::syncOptions(const RenderBeastOptions& options)
  350. {
  351. bool filteringChanged = mCoreOptions->filtering != options.filtering;
  352. if (options.filtering == RenderBeastFiltering::Anisotropic)
  353. filteringChanged |= mCoreOptions->anisotropyMax != options.anisotropyMax;
  354. if (filteringChanged)
  355. refreshSamplerOverrides(true);
  356. *mCoreOptions = options;
  357. for (auto& entry : mCameras)
  358. {
  359. RendererCamera& rendererCam = entry.second;
  360. rendererCam.update(mCoreOptions->stateReductionMode);
  361. }
  362. }
  363. void RenderBeast::renderAll()
  364. {
  365. // Sync all dirty sim thread CoreObject data to core thread
  366. CoreObjectManager::instance().syncToCore(gCoreAccessor());
  367. if (mOptionsDirty)
  368. {
  369. gCoreAccessor().queueCommand(std::bind(&RenderBeast::syncOptions, this, *mOptions));
  370. mOptionsDirty = false;
  371. }
  372. gCoreAccessor().queueCommand(std::bind(&RenderBeast::renderAllCore, this, gTime().getTime(), gTime().getFrameDelta()));
  373. }
  374. void RenderBeast::renderAllCore(float time, float delta)
  375. {
  376. THROW_IF_NOT_CORE_THREAD;
  377. gProfilerCPU().beginSample("renderAllCore");
  378. // Note: I'm iterating over all sampler states every frame. If this ends up being a performance
  379. // issue consider handling this internally in MaterialCore which can only do it when sampler states
  380. // are actually modified after sync
  381. refreshSamplerOverrides();
  382. // Update global per-frame hardware buffers
  383. mObjectRenderer->updatePerFrameBuffers(time);
  384. // Generate render queues per camera
  385. for (auto& entry : mCameras)
  386. entry.second.determineVisible(mRenderables, mWorldBounds);
  387. // Render everything, target by target
  388. for (auto& renderTargetData : mRenderTargets)
  389. {
  390. SPtr<RenderTargetCore> target = renderTargetData.target;
  391. Vector<const CameraCore*>& cameras = renderTargetData.cameras;
  392. RenderAPICore::instance().beginFrame();
  393. UINT32 numCameras = (UINT32)cameras.size();
  394. for (UINT32 i = 0; i < numCameras; i++)
  395. {
  396. bool isOverlayCamera = cameras[i]->getFlags().isSet(CameraFlag::Overlay);
  397. if (!isOverlayCamera)
  398. render(renderTargetData, i, delta);
  399. else
  400. renderOverlay(renderTargetData, i, delta);
  401. }
  402. RenderAPICore::instance().endFrame();
  403. RenderAPICore::instance().swapBuffers(target);
  404. }
  405. gProfilerCPU().endSample("renderAllCore");
  406. }
  407. void RenderBeast::render(RenderTargetData& rtData, UINT32 camIdx, float delta)
  408. {
  409. gProfilerCPU().beginSample("Render");
  410. const CameraCore* camera = rtData.cameras[camIdx];
  411. RendererCamera& rendererCam = mCameras[camera];
  412. CameraShaderData cameraShaderData = rendererCam.getShaderData();
  413. assert(!camera->getFlags().isSet(CameraFlag::Overlay));
  414. mObjectRenderer->updatePerCameraBuffers(cameraShaderData);
  415. rendererCam.beginRendering(true);
  416. SPtr<RenderTargets> renderTargets = rendererCam.getRenderTargets();
  417. renderTargets->bindGBuffer();
  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. const RenderCallbackData& callbackData = callbackPair.second;
  425. if (callbackData.overlay)
  426. continue;
  427. if (callbackPair.first >= 0)
  428. break;
  429. callbackData.callback();
  430. }
  431. }
  432. //// Render base pass
  433. const Vector<RenderQueueElement>& opaqueElements = rendererCam.getOpaqueQueue()->getSortedElements();
  434. for (auto iter = opaqueElements.begin(); iter != opaqueElements.end(); ++iter)
  435. {
  436. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  437. renderElement(*renderElem, iter->passIdx, iter->applyPass, cameraShaderData.viewProj);
  438. }
  439. renderTargets->bindSceneColor(true);
  440. //// Render light pass
  441. {
  442. SPtr<GpuParamBlockBufferCore> perCameraBuffer = mObjectRenderer->getPerCameraParams().getBuffer();
  443. mDirLightMat->bind(renderTargets, perCameraBuffer);
  444. for (auto& light : mDirectionalLights)
  445. {
  446. if (!light.internal->getIsActive())
  447. continue;
  448. mDirLightMat->setPerLightParams(light.internal);
  449. gRendererUtility().drawScreenQuad();
  450. }
  451. // Draw point lights which our camera is within
  452. // TODO - Possibly use instanced drawing here as only two meshes are drawn with various properties
  453. mPointLightInMat->bind(renderTargets, perCameraBuffer);
  454. // TODO - Cull lights based on visibility, right now I just iterate over all of them.
  455. for (auto& light : mPointLights)
  456. {
  457. if (!light.internal->getIsActive())
  458. continue;
  459. float distToLight = (light.internal->getBounds().getCenter() - camera->getPosition()).squaredLength();
  460. float boundRadius = light.internal->getBounds().getRadius() * 1.05f + camera->getNearClipDistance() * 2.0f;
  461. bool cameraInLightGeometry = distToLight < boundRadius * boundRadius;
  462. if (!cameraInLightGeometry)
  463. continue;
  464. mPointLightInMat->setPerLightParams(light.internal);
  465. SPtr<MeshCore> mesh = light.internal->getMesh();
  466. gRendererUtility().draw(mesh, mesh->getProperties().getSubMesh(0));
  467. }
  468. // Draw other point lights
  469. mPointLightOutMat->bind(renderTargets, perCameraBuffer);
  470. for (auto& light : mPointLights)
  471. {
  472. if (!light.internal->getIsActive())
  473. continue;
  474. float distToLight = (light.internal->getBounds().getCenter() - camera->getPosition()).squaredLength();
  475. float boundRadius = light.internal->getBounds().getRadius() * 1.05f + camera->getNearClipDistance() * 2.0f;
  476. bool cameraInLightGeometry = distToLight < boundRadius * boundRadius;
  477. if (cameraInLightGeometry)
  478. continue;
  479. mPointLightOutMat->setPerLightParams(light.internal);
  480. SPtr<MeshCore> mesh = light.internal->getMesh();
  481. gRendererUtility().draw(mesh, mesh->getProperties().getSubMesh(0));
  482. }
  483. }
  484. renderTargets->bindSceneColor(false);
  485. // Render transparent objects (TODO - No lighting yet)
  486. const Vector<RenderQueueElement>& transparentElements = rendererCam.getTransparentQueue()->getSortedElements();
  487. for (auto iter = transparentElements.begin(); iter != transparentElements.end(); ++iter)
  488. {
  489. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  490. renderElement(*renderElem, iter->passIdx, iter->applyPass, cameraShaderData.viewProj);
  491. }
  492. // Render non-overlay post-scene callbacks
  493. if (iterCameraCallbacks != mRenderCallbacks.end())
  494. {
  495. for (auto& callbackPair : iterCameraCallbacks->second)
  496. {
  497. const RenderCallbackData& callbackData = callbackPair.second;
  498. if (callbackData.overlay || callbackPair.first < 0)
  499. continue;
  500. callbackData.callback();
  501. }
  502. }
  503. // TODO - If GBuffer has multiple samples, I should resolve them before post-processing
  504. PostProcessing::instance().postProcess(renderTargets->getSceneColorRT(),
  505. camera, rendererCam.getPPInfo(), delta);
  506. // Render overlay post-scene callbacks
  507. if (iterCameraCallbacks != mRenderCallbacks.end())
  508. {
  509. for (auto& callbackPair : iterCameraCallbacks->second)
  510. {
  511. const RenderCallbackData& callbackData = callbackPair.second;
  512. if (!callbackData.overlay)
  513. continue;
  514. callbackData.callback();
  515. }
  516. }
  517. rendererCam.endRendering();
  518. gProfilerCPU().endSample("Render");
  519. }
  520. void RenderBeast::renderElement(const BeastRenderableElement& element, UINT32 passIdx, bool bindPass,
  521. const Matrix4& viewProj)
  522. {
  523. SPtr<MaterialCore> material = element.material;
  524. UINT32 rendererId = element.renderableId;
  525. Matrix4 worldViewProjMatrix = viewProj * mRenderableShaderData[rendererId].worldTransform;
  526. mObjectRenderer->updatePerObjectBuffers(element, mRenderableShaderData[rendererId], worldViewProjMatrix);
  527. if (bindPass)
  528. RendererUtility::instance().setPass(material, passIdx, false);
  529. SPtr<PassParametersCore> passParams = material->getPassParameters(passIdx);
  530. if (element.samplerOverrides != nullptr)
  531. setPassParams(passParams, &element.samplerOverrides->passes[passIdx]);
  532. else
  533. setPassParams(passParams, nullptr);
  534. gRendererUtility().draw(element.mesh, element.subMesh);
  535. }
  536. void RenderBeast::renderOverlay(RenderTargetData& rtData, UINT32 camIdx, float delta)
  537. {
  538. gProfilerCPU().beginSample("RenderOverlay");
  539. const CameraCore* camera = rtData.cameras[camIdx];
  540. assert(camera->getFlags().isSet(CameraFlag::Overlay));
  541. SPtr<ViewportCore> viewport = camera->getViewport();
  542. RendererCamera& rendererCam = mCameras[camera];
  543. CameraShaderData cameraShaderData = rendererCam.getShaderData();
  544. mObjectRenderer->updatePerCameraBuffers(cameraShaderData);
  545. rendererCam.beginRendering(false);
  546. SPtr<RenderTargetCore> target = rtData.target;
  547. RenderAPICore::instance().setRenderTarget(target);
  548. RenderAPICore::instance().setViewport(viewport->getNormArea());
  549. // If first camera in render target, prepare the render target
  550. if (camIdx == 0)
  551. {
  552. UINT32 clearBuffers = 0;
  553. if (viewport->getRequiresColorClear())
  554. clearBuffers |= FBT_COLOR;
  555. if (viewport->getRequiresDepthClear())
  556. clearBuffers |= FBT_DEPTH;
  557. if (viewport->getRequiresStencilClear())
  558. clearBuffers |= FBT_STENCIL;
  559. if (clearBuffers != 0)
  560. {
  561. RenderAPICore::instance().clearViewport(clearBuffers, viewport->getClearColor(),
  562. viewport->getClearDepthValue(), viewport->getClearStencilValue());
  563. }
  564. }
  565. // Render overlay post-scene callbacks
  566. auto iterCameraCallbacks = mRenderCallbacks.find(camera);
  567. if (iterCameraCallbacks != mRenderCallbacks.end())
  568. {
  569. for (auto& callbackPair : iterCameraCallbacks->second)
  570. {
  571. const RenderCallbackData& callbackData = callbackPair.second;
  572. if (!callbackData.overlay)
  573. continue;
  574. callbackData.callback();
  575. }
  576. }
  577. rendererCam.endRendering();
  578. gProfilerCPU().endSample("RenderOverlay");
  579. }
  580. void RenderBeast::refreshSamplerOverrides(bool force)
  581. {
  582. for (auto& entry : mSamplerOverrides)
  583. {
  584. SPtr<MaterialCore> material = entry.first;
  585. if (force)
  586. {
  587. SamplerOverrideUtility::destroySamplerOverrides(entry.second);
  588. entry.second = SamplerOverrideUtility::generateSamplerOverrides(material, mCoreOptions);
  589. }
  590. else
  591. {
  592. MaterialSamplerOverrides* materialOverrides = entry.second;
  593. UINT32 numPasses = material->getNumPasses();
  594. assert(numPasses == materialOverrides->numPasses);
  595. for (UINT32 i = 0; i < numPasses; i++)
  596. {
  597. SPtr<PassParametersCore> passParams = material->getPassParameters(i);
  598. PassSamplerOverrides& passOverrides = materialOverrides->passes[i];
  599. for (UINT32 j = 0; j < PassParametersCore::NUM_PARAMS; j++)
  600. {
  601. StageSamplerOverrides& stageOverrides = passOverrides.stages[j];
  602. SPtr<GpuParamsCore> params = passParams->getParamByIdx(j);
  603. if (params == nullptr)
  604. continue;
  605. const GpuParamDesc& paramDesc = params->getParamDesc();
  606. for (auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  607. {
  608. UINT32 slot = iter->second.slot;
  609. SPtr<SamplerStateCore> samplerState = params->getSamplerState(slot);
  610. assert(stageOverrides.numStates > slot);
  611. if (samplerState != stageOverrides.stateOverrides[slot])
  612. {
  613. if (samplerState != nullptr)
  614. stageOverrides.stateOverrides[slot] = SamplerOverrideUtility::generateSamplerOverride(samplerState, mCoreOptions);
  615. else
  616. stageOverrides.stateOverrides[slot] = SamplerOverrideUtility::generateSamplerOverride(SamplerStateCore::getDefault(), mCoreOptions);;
  617. }
  618. }
  619. }
  620. }
  621. }
  622. }
  623. }
  624. void RenderBeast::setPassParams(const SPtr<PassParametersCore>& passParams, const PassSamplerOverrides* samplerOverrides)
  625. {
  626. THROW_IF_NOT_CORE_THREAD;
  627. RenderAPICore& rs = RenderAPICore::instance();
  628. struct StageData
  629. {
  630. GpuProgramType type;
  631. SPtr<GpuParamsCore> params;
  632. };
  633. const UINT32 numStages = 6;
  634. StageData stages[numStages] =
  635. {
  636. { GPT_VERTEX_PROGRAM, passParams->mVertParams },
  637. { GPT_FRAGMENT_PROGRAM, passParams->mFragParams },
  638. { GPT_GEOMETRY_PROGRAM, passParams->mGeomParams },
  639. { GPT_HULL_PROGRAM, passParams->mHullParams },
  640. { GPT_DOMAIN_PROGRAM, passParams->mDomainParams },
  641. { GPT_COMPUTE_PROGRAM, passParams->mComputeParams }
  642. };
  643. for (UINT32 i = 0; i < numStages; i++)
  644. {
  645. const StageData& stage = stages[i];
  646. SPtr<GpuParamsCore> params = stage.params;
  647. if (params == nullptr)
  648. continue;
  649. const GpuParamDesc& paramDesc = params->getParamDesc();
  650. for (auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  651. {
  652. SPtr<SamplerStateCore> samplerState;
  653. if (samplerOverrides != nullptr)
  654. samplerState = samplerOverrides->stages[i].stateOverrides[iter->second.slot];
  655. else
  656. samplerState = params->getSamplerState(iter->second.slot);
  657. if (samplerState == nullptr)
  658. rs.setSamplerState(stage.type, iter->second.slot, SamplerStateCore::getDefault());
  659. else
  660. rs.setSamplerState(stage.type, iter->second.slot, samplerState);
  661. }
  662. for (auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
  663. {
  664. SPtr<TextureCore> texture = params->getTexture(iter->second.slot);
  665. rs.setTexture(stage.type, iter->second.slot, texture);
  666. }
  667. for (auto iter = paramDesc.loadStoreTextures.begin(); iter != paramDesc.loadStoreTextures.end(); ++iter)
  668. {
  669. SPtr<TextureCore> texture = params->getLoadStoreTexture(iter->second.slot);
  670. const TextureSurface& surface = params->getLoadStoreSurface(iter->second.slot);
  671. if (texture == nullptr)
  672. rs.setLoadStoreTexture(stage.type, iter->second.slot, false, nullptr, surface);
  673. else
  674. rs.setLoadStoreTexture(stage.type, iter->second.slot, true, texture, surface);
  675. }
  676. for (auto iter = paramDesc.paramBlocks.begin(); iter != paramDesc.paramBlocks.end(); ++iter)
  677. {
  678. SPtr<GpuParamBlockBufferCore> blockBuffer = params->getParamBlockBuffer(iter->second.slot);
  679. blockBuffer->flushToGPU();
  680. rs.setParamBuffer(stage.type, iter->second.slot, blockBuffer, paramDesc);
  681. }
  682. }
  683. }
  684. }