BsRenderBeast.cpp 32 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. #include "BsAnimationManager.h"
  29. #include "BsSkeleton.h"
  30. #include "BsGpuBuffer.h"
  31. #include "BsGpuParamsSet.h"
  32. #include "BsMeshData.h"
  33. using namespace std::placeholders;
  34. namespace BansheeEngine
  35. {
  36. RenderBeast::RendererFrame::RendererFrame(float delta, const RendererAnimationData& animData)
  37. :delta(delta), animData(animData)
  38. { }
  39. RenderBeast::RenderBeast()
  40. : mDefaultMaterial(nullptr), mPointLightInMat(nullptr), mPointLightOutMat(nullptr), mDirLightMat(nullptr)
  41. , mObjectRenderer(nullptr), mOptions(bs_shared_ptr_new<RenderBeastOptions>()), mOptionsDirty(true)
  42. { }
  43. const StringID& RenderBeast::getName() const
  44. {
  45. static StringID name = "RenderBeast";
  46. return name;
  47. }
  48. void RenderBeast::initialize()
  49. {
  50. CoreRenderer::initialize();
  51. CoreThread::instance().queueCommand(std::bind(&RenderBeast::initializeCore, this));
  52. }
  53. void RenderBeast::destroy()
  54. {
  55. CoreRenderer::destroy();
  56. gCoreAccessor().queueCommand(std::bind(&RenderBeast::destroyCore, this));
  57. gCoreAccessor().submitToCoreThread(true);
  58. }
  59. void RenderBeast::initializeCore()
  60. {
  61. RendererUtility::startUp();
  62. mCoreOptions = bs_shared_ptr_new<RenderBeastOptions>();
  63. mObjectRenderer = bs_new<ObjectRenderer>();
  64. mDefaultMaterial = bs_new<DefaultMaterial>();
  65. mPointLightInMat = bs_new<PointLightInMat>();
  66. mPointLightOutMat = bs_new<PointLightOutMat>();
  67. mDirLightMat = bs_new<DirectionalLightMat>();
  68. RenderTexturePool::startUp();
  69. PostProcessing::startUp();
  70. }
  71. void RenderBeast::destroyCore()
  72. {
  73. if (mObjectRenderer != nullptr)
  74. bs_delete(mObjectRenderer);
  75. mRenderTargets.clear();
  76. mCameras.clear();
  77. mRenderables.clear();
  78. mVisibility.clear();
  79. PostProcessing::shutDown();
  80. RenderTexturePool::shutDown();
  81. bs_delete(mDefaultMaterial);
  82. bs_delete(mPointLightInMat);
  83. bs_delete(mPointLightOutMat);
  84. bs_delete(mDirLightMat);
  85. RendererUtility::shutDown();
  86. assert(mSamplerOverrides.empty());
  87. }
  88. void RenderBeast::notifyRenderableAdded(RenderableCore* renderable)
  89. {
  90. UINT32 renderableId = (UINT32)mRenderables.size();
  91. renderable->setRendererId(renderableId);
  92. mRenderables.push_back(RendererObject());
  93. mRenderableShaderData.push_back(RenderableShaderData());
  94. mWorldBounds.push_back(renderable->getBounds());
  95. mVisibility.push_back(false);
  96. RendererObject& rendererObject = mRenderables.back();
  97. rendererObject.renderable = renderable;
  98. RenderableShaderData& shaderData = mRenderableShaderData.back();
  99. shaderData.worldTransform = renderable->getTransform();
  100. shaderData.invWorldTransform = shaderData.worldTransform.inverseAffine();
  101. shaderData.worldNoScaleTransform = renderable->getTransformNoScale();
  102. shaderData.invWorldNoScaleTransform = shaderData.worldNoScaleTransform.inverseAffine();
  103. shaderData.worldDeterminantSign = shaderData.worldTransform.determinant3x3() >= 0.0f ? 1.0f : -1.0f;
  104. SPtr<MeshCore> mesh = renderable->getMesh();
  105. if (mesh != nullptr)
  106. {
  107. const MeshProperties& meshProps = mesh->getProperties();
  108. SPtr<VertexDeclarationCore> vertexDecl = mesh->getVertexData()->vertexDeclaration;
  109. for (UINT32 i = 0; i < meshProps.getNumSubMeshes(); i++)
  110. {
  111. rendererObject.elements.push_back(BeastRenderableElement());
  112. BeastRenderableElement& renElement = rendererObject.elements.back();
  113. renElement.mesh = mesh;
  114. renElement.subMesh = meshProps.getSubMesh(i);
  115. renElement.renderableId = renderableId;
  116. renElement.animType = renderable->getAnimType();
  117. renElement.animationId = renderable->getAnimationId();
  118. renElement.morphShapeVersion = 0;
  119. renElement.morphShapeBuffer = renderable->getMorphShapeBuffer();
  120. renElement.boneMatrixBuffer = renderable->getBoneMatrixBuffer();
  121. renElement.morphVertexDeclaration = renderable->getMorphVertexDeclaration();
  122. renElement.material = renderable->getMaterial(i);
  123. if (renElement.material == nullptr)
  124. renElement.material = renderable->getMaterial(0);
  125. if (renElement.material != nullptr && renElement.material->getShader() == nullptr)
  126. renElement.material = nullptr;
  127. // If no material use the default material
  128. if (renElement.material == nullptr)
  129. renElement.material = mDefaultMaterial->getMaterial();
  130. // Determine which technique to use
  131. static StringID techniqueIDLookup[4] = { StringID::NONE, RTag_Skinned, RTag_Morph, RTag_SkinnedMorph };
  132. static_assert((UINT32)RenderableAnimType::Count == 4, "RenderableAnimType is expected to have four sequential entries.");
  133. UINT32 techniqueIdx = -1;
  134. RenderableAnimType animType = renderable->getAnimType();
  135. if(animType != RenderableAnimType::None)
  136. techniqueIdx = renElement.material->findTechnique(techniqueIDLookup[(int)animType]);
  137. if (techniqueIdx == (UINT32)-1)
  138. techniqueIdx = renElement.material->getDefaultTechnique();
  139. renElement.techniqueIdx = techniqueIdx;
  140. // Validate mesh <-> shader vertex bindings
  141. if (renElement.material != nullptr)
  142. {
  143. UINT32 numPasses = renElement.material->getNumPasses(techniqueIdx);
  144. for (UINT32 j = 0; j < numPasses; j++)
  145. {
  146. SPtr<PassCore> pass = renElement.material->getPass(j, techniqueIdx);
  147. SPtr<VertexDeclarationCore> shaderDecl = pass->getVertexProgram()->getInputDeclaration();
  148. if (!vertexDecl->isCompatible(shaderDecl))
  149. {
  150. Vector<VertexElement> missingElements = vertexDecl->getMissingElements(shaderDecl);
  151. // If using morph shapes ignore POSITION1 and NORMAL1 missing since we assign them from within the renderer
  152. if(animType == RenderableAnimType::Morph || animType == RenderableAnimType::SkinnedMorph)
  153. {
  154. std::remove_if(missingElements.begin(), missingElements.end(), [](const VertexElement& x)
  155. {
  156. return (x.getSemantic() == VES_POSITION && x.getSemanticIdx() == 1) ||
  157. (x.getSemantic() == VES_NORMAL && x.getSemanticIdx() == 1);
  158. });
  159. }
  160. if (!missingElements.empty())
  161. {
  162. StringStream wrnStream;
  163. wrnStream << "Provided mesh is missing required vertex attributes to render with the provided shader. Missing elements: " << std::endl;
  164. for (auto& entry : missingElements)
  165. wrnStream << "\t" << toString(entry.getSemantic()) << entry.getSemanticIdx() << std::endl;
  166. LOGWRN(wrnStream.str());
  167. break;
  168. }
  169. }
  170. }
  171. }
  172. // Generate or assigned renderer specific data for the material
  173. Any materialInfo = renElement.material->getRendererData();
  174. if(materialInfo.empty())
  175. {
  176. RendererMaterial matInfo;
  177. matInfo.params.resize(techniqueIdx + 1);
  178. matInfo.params[techniqueIdx] = renElement.material->createParamsSet(techniqueIdx);
  179. matInfo.matVersion = renElement.material->getVersion();
  180. renElement.material->updateParamsSet(matInfo.params[techniqueIdx], techniqueIdx, true);
  181. renElement.material->setRendererData(matInfo);
  182. renElement.params = matInfo.params[techniqueIdx];
  183. }
  184. else
  185. {
  186. RendererMaterial& matInfo = any_cast_ref<RendererMaterial>(materialInfo);
  187. if (matInfo.params.size() <= techniqueIdx)
  188. matInfo.params.resize(techniqueIdx + 1);
  189. if(matInfo.params[techniqueIdx] == nullptr || matInfo.matVersion != renElement.material->getVersion())
  190. {
  191. matInfo.params[techniqueIdx] = renElement.material->createParamsSet(techniqueIdx);
  192. matInfo.matVersion = renElement.material->getVersion();
  193. renElement.material->updateParamsSet(matInfo.params[techniqueIdx], techniqueIdx, true);
  194. }
  195. renElement.params = matInfo.params[techniqueIdx];
  196. }
  197. // Generate or assign sampler state overrides
  198. SamplerOverrideKey samplerKey(renElement.material, techniqueIdx);
  199. auto iterFind = mSamplerOverrides.find(samplerKey);
  200. if (iterFind != mSamplerOverrides.end())
  201. {
  202. renElement.samplerOverrides = iterFind->second;
  203. iterFind->second->refCount++;
  204. }
  205. else
  206. {
  207. SPtr<ShaderCore> shader = renElement.material->getShader();
  208. MaterialSamplerOverrides* samplerOverrides = SamplerOverrideUtility::generateSamplerOverrides(shader,
  209. renElement.material->_getInternalParams(), renElement.params, mCoreOptions);
  210. mSamplerOverrides[samplerKey] = samplerOverrides;
  211. renElement.samplerOverrides = samplerOverrides;
  212. samplerOverrides->refCount++;
  213. }
  214. mObjectRenderer->initElement(renElement);
  215. }
  216. }
  217. }
  218. void RenderBeast::notifyRenderableRemoved(RenderableCore* renderable)
  219. {
  220. UINT32 renderableId = renderable->getRendererId();
  221. RenderableCore* lastRenerable = mRenderables.back().renderable;
  222. UINT32 lastRenderableId = lastRenerable->getRendererId();
  223. Vector<BeastRenderableElement>& elements = mRenderables[renderableId].elements;
  224. for (auto& element : elements)
  225. {
  226. SamplerOverrideKey samplerKey(element.material, element.techniqueIdx);
  227. auto iterFind = mSamplerOverrides.find(samplerKey);
  228. assert(iterFind != mSamplerOverrides.end());
  229. MaterialSamplerOverrides* samplerOverrides = iterFind->second;
  230. samplerOverrides->refCount--;
  231. if (samplerOverrides->refCount == 0)
  232. {
  233. SamplerOverrideUtility::destroySamplerOverrides(samplerOverrides);
  234. mSamplerOverrides.erase(iterFind);
  235. }
  236. element.samplerOverrides = nullptr;
  237. }
  238. if (renderableId != lastRenderableId)
  239. {
  240. // Swap current last element with the one we want to erase
  241. std::swap(mRenderables[renderableId], mRenderables[lastRenderableId]);
  242. std::swap(mWorldBounds[renderableId], mWorldBounds[lastRenderableId]);
  243. std::swap(mRenderableShaderData[renderableId], mRenderableShaderData[lastRenderableId]);
  244. lastRenerable->setRendererId(renderableId);
  245. for (auto& element : elements)
  246. element.renderableId = renderableId;
  247. }
  248. // Last element is the one we want to erase
  249. mRenderables.erase(mRenderables.end() - 1);
  250. mWorldBounds.erase(mWorldBounds.end() - 1);
  251. mRenderableShaderData.erase(mRenderableShaderData.end() - 1);
  252. mVisibility.erase(mVisibility.end() - 1);
  253. }
  254. void RenderBeast::notifyRenderableUpdated(RenderableCore* renderable)
  255. {
  256. UINT32 renderableId = renderable->getRendererId();
  257. RenderableShaderData& shaderData = mRenderableShaderData[renderableId];
  258. shaderData.worldTransform = renderable->getTransform();
  259. shaderData.invWorldTransform = shaderData.worldTransform.inverseAffine();
  260. shaderData.worldNoScaleTransform = renderable->getTransformNoScale();
  261. shaderData.invWorldNoScaleTransform = shaderData.worldNoScaleTransform.inverseAffine();
  262. shaderData.worldDeterminantSign = shaderData.worldTransform.determinant3x3() >= 0.0f ? 1.0f : -1.0f;
  263. mWorldBounds[renderableId] = renderable->getBounds();
  264. }
  265. void RenderBeast::notifyLightAdded(LightCore* light)
  266. {
  267. if (light->getType() == LightType::Directional)
  268. {
  269. UINT32 lightId = (UINT32)mDirectionalLights.size();
  270. light->setRendererId(lightId);
  271. mDirectionalLights.push_back(RendererLight());
  272. RendererLight& lightData = mDirectionalLights.back();
  273. lightData.internal = light;
  274. }
  275. else
  276. {
  277. UINT32 lightId = (UINT32)mPointLights.size();
  278. light->setRendererId(lightId);
  279. mPointLights.push_back(RendererLight());
  280. mLightWorldBounds.push_back(light->getBounds());
  281. RendererLight& lightData = mPointLights.back();
  282. lightData.internal = light;
  283. }
  284. }
  285. void RenderBeast::notifyLightUpdated(LightCore* light)
  286. {
  287. UINT32 lightId = light->getRendererId();
  288. if (light->getType() != LightType::Directional)
  289. mLightWorldBounds[lightId] = light->getBounds();
  290. }
  291. void RenderBeast::notifyLightRemoved(LightCore* light)
  292. {
  293. UINT32 lightId = light->getRendererId();
  294. if (light->getType() == LightType::Directional)
  295. {
  296. LightCore* lastLight = mDirectionalLights.back().internal;
  297. UINT32 lastLightId = lastLight->getRendererId();
  298. if (lightId != lastLightId)
  299. {
  300. // Swap current last element with the one we want to erase
  301. std::swap(mDirectionalLights[lightId], mDirectionalLights[lastLightId]);
  302. lastLight->setRendererId(lightId);
  303. }
  304. // Last element is the one we want to erase
  305. mDirectionalLights.erase(mDirectionalLights.end() - 1);
  306. }
  307. else
  308. {
  309. LightCore* lastLight = mPointLights.back().internal;
  310. UINT32 lastLightId = lastLight->getRendererId();
  311. if (lightId != lastLightId)
  312. {
  313. // Swap current last element with the one we want to erase
  314. std::swap(mPointLights[lightId], mPointLights[lastLightId]);
  315. std::swap(mLightWorldBounds[lightId], mLightWorldBounds[lastLightId]);
  316. lastLight->setRendererId(lightId);
  317. }
  318. // Last element is the one we want to erase
  319. mPointLights.erase(mPointLights.end() - 1);
  320. mLightWorldBounds.erase(mLightWorldBounds.end() - 1);
  321. }
  322. }
  323. void RenderBeast::notifyCameraAdded(const CameraCore* camera)
  324. {
  325. updateCameraData(camera);
  326. }
  327. void RenderBeast::notifyCameraUpdated(const CameraCore* camera, UINT32 updateFlag)
  328. {
  329. if((updateFlag & (UINT32)CameraDirtyFlag::Everything) != 0)
  330. {
  331. updateCameraData(camera);
  332. }
  333. else if((updateFlag & (UINT32)CameraDirtyFlag::PostProcess) != 0)
  334. {
  335. RendererCamera& rendererCam = mCameras[camera];
  336. rendererCam.updatePP();
  337. }
  338. }
  339. void RenderBeast::notifyCameraRemoved(const CameraCore* camera)
  340. {
  341. updateCameraData(camera, true);
  342. }
  343. SPtr<PostProcessSettings> RenderBeast::createPostProcessSettings() const
  344. {
  345. return bs_shared_ptr_new<StandardPostProcessSettings>();
  346. }
  347. void RenderBeast::updateCameraData(const CameraCore* camera, bool forceRemove)
  348. {
  349. SPtr<RenderTargetCore> renderTarget = camera->getViewport()->getTarget();
  350. if(forceRemove)
  351. {
  352. mCameras.erase(camera);
  353. renderTarget = nullptr;
  354. }
  355. else
  356. {
  357. mCameras[camera] = RendererCamera(camera, mCoreOptions->stateReductionMode);
  358. }
  359. // Remove from render target list
  360. int rtChanged = 0; // 0 - No RT, 1 - RT found, 2 - RT changed
  361. for (auto iterTarget = mRenderTargets.begin(); iterTarget != mRenderTargets.end(); ++iterTarget)
  362. {
  363. RendererRenderTarget& target = *iterTarget;
  364. for (auto iterCam = target.cameras.begin(); iterCam != target.cameras.end(); ++iterCam)
  365. {
  366. if (camera == *iterCam)
  367. {
  368. if (renderTarget != target.target)
  369. {
  370. target.cameras.erase(iterCam);
  371. rtChanged = 2;
  372. }
  373. else
  374. rtChanged = 1;
  375. break;
  376. }
  377. }
  378. if (target.cameras.empty())
  379. {
  380. mRenderTargets.erase(iterTarget);
  381. break;
  382. }
  383. }
  384. // Register in render target list
  385. if (renderTarget != nullptr && (rtChanged == 0 || rtChanged == 2))
  386. {
  387. auto findIter = std::find_if(mRenderTargets.begin(), mRenderTargets.end(),
  388. [&](const RendererRenderTarget& x) { return x.target == renderTarget; });
  389. if (findIter != mRenderTargets.end())
  390. {
  391. findIter->cameras.push_back(camera);
  392. }
  393. else
  394. {
  395. mRenderTargets.push_back(RendererRenderTarget());
  396. RendererRenderTarget& renderTargetData = mRenderTargets.back();
  397. renderTargetData.target = renderTarget;
  398. renderTargetData.cameras.push_back(camera);
  399. }
  400. // Sort render targets based on priority
  401. auto cameraComparer = [&](const CameraCore* a, const CameraCore* b) { return a->getPriority() > b->getPriority(); };
  402. auto renderTargetInfoComparer = [&](const RendererRenderTarget& a, const RendererRenderTarget& b)
  403. { return a.target->getProperties().getPriority() > b.target->getProperties().getPriority(); };
  404. std::sort(begin(mRenderTargets), end(mRenderTargets), renderTargetInfoComparer);
  405. for (auto& camerasPerTarget : mRenderTargets)
  406. {
  407. Vector<const CameraCore*>& cameras = camerasPerTarget.cameras;
  408. std::sort(begin(cameras), end(cameras), cameraComparer);
  409. }
  410. }
  411. }
  412. void RenderBeast::setOptions(const SPtr<CoreRendererOptions>& options)
  413. {
  414. mOptions = std::static_pointer_cast<RenderBeastOptions>(options);
  415. mOptionsDirty = true;
  416. }
  417. SPtr<CoreRendererOptions> RenderBeast::getOptions() const
  418. {
  419. return mOptions;
  420. }
  421. void RenderBeast::syncOptions(const RenderBeastOptions& options)
  422. {
  423. bool filteringChanged = mCoreOptions->filtering != options.filtering;
  424. if (options.filtering == RenderBeastFiltering::Anisotropic)
  425. filteringChanged |= mCoreOptions->anisotropyMax != options.anisotropyMax;
  426. if (filteringChanged)
  427. refreshSamplerOverrides(true);
  428. *mCoreOptions = options;
  429. for (auto& entry : mCameras)
  430. {
  431. RendererCamera& rendererCam = entry.second;
  432. rendererCam.update(mCoreOptions->stateReductionMode);
  433. }
  434. }
  435. void RenderBeast::renderAll()
  436. {
  437. // Sync all dirty sim thread CoreObject data to core thread
  438. CoreObjectManager::instance().syncToCore(gCoreAccessor());
  439. if (mOptionsDirty)
  440. {
  441. gCoreAccessor().queueCommand(std::bind(&RenderBeast::syncOptions, this, *mOptions));
  442. mOptionsDirty = false;
  443. }
  444. gCoreAccessor().queueCommand(std::bind(&RenderBeast::renderAllCore, this, gTime().getTime(), gTime().getFrameDelta()));
  445. }
  446. void RenderBeast::renderAllCore(float time, float delta)
  447. {
  448. THROW_IF_NOT_CORE_THREAD;
  449. gProfilerCPU().beginSample("renderAllCore");
  450. // Note: I'm iterating over all sampler states every frame. If this ends up being a performance
  451. // issue consider handling this internally in MaterialCore which can only do it when sampler states
  452. // are actually modified after sync
  453. refreshSamplerOverrides();
  454. // Update global per-frame hardware buffers
  455. mObjectRenderer->setParamFrameParams(time);
  456. // Generate render queues per camera
  457. mVisibility.assign(mVisibility.size(), false);
  458. for (auto& entry : mCameras)
  459. entry.second.determineVisible(mRenderables, mWorldBounds, mVisibility);
  460. AnimationManager::instance().waitUntilComplete();
  461. const RendererAnimationData& animData = AnimationManager::instance().getRendererData();
  462. RendererFrame frameInfo(delta, animData);
  463. // Update bone matrix and morph shape GPU buffers
  464. UINT32 numRenderables = (UINT32)mRenderables.size();
  465. for (UINT32 i = 0; i < numRenderables; i++)
  466. {
  467. if (!mVisibility[i])
  468. continue;
  469. mRenderables[i].renderable->updateAnimationBuffers(animData);
  470. // TODO - Also move per-object buffer updates here (will require worldViewProj matrix to be moved to a separate buffer (or a push constant))
  471. // TODO - Before uploading bone matrices and per-object data, check if it has actually been changed since last frame (most objects will be static)
  472. // TODO - Also move per-camera buffer updates in a separate loop
  473. }
  474. // TODO - When porting to Vulkan, start upload and issue barrier (but somehow avoid blocking too long here?)
  475. // Render everything, target by target
  476. for (auto& rtInfo : mRenderTargets)
  477. {
  478. SPtr<RenderTargetCore> target = rtInfo.target;
  479. Vector<const CameraCore*>& cameras = rtInfo.cameras;
  480. RenderAPICore::instance().beginFrame();
  481. UINT32 numCameras = (UINT32)cameras.size();
  482. for (UINT32 i = 0; i < numCameras; i++)
  483. {
  484. bool isOverlayCamera = cameras[i]->getFlags().isSet(CameraFlag::Overlay);
  485. if (!isOverlayCamera)
  486. render(frameInfo, rtInfo, i);
  487. else
  488. renderOverlay(frameInfo, rtInfo, i);
  489. }
  490. RenderAPICore::instance().endFrame();
  491. RenderAPICore::instance().swapBuffers(target);
  492. }
  493. gProfilerCPU().endSample("renderAllCore");
  494. }
  495. void RenderBeast::render(const RendererFrame& frameInfo, RendererRenderTarget& rtInfo, UINT32 camIdx)
  496. {
  497. gProfilerCPU().beginSample("Render");
  498. const CameraCore* camera = rtInfo.cameras[camIdx];
  499. RendererCamera& rendererCam = mCameras[camera];
  500. CameraShaderData cameraShaderData = rendererCam.getShaderData();
  501. assert(!camera->getFlags().isSet(CameraFlag::Overlay));
  502. mObjectRenderer->setPerCameraParams(cameraShaderData);
  503. rendererCam.beginRendering(true);
  504. SPtr<RenderTargets> renderTargets = rendererCam.getRenderTargets();
  505. renderTargets->bindGBuffer();
  506. //// Trigger pre-scene callbacks
  507. auto iterCameraCallbacks = mRenderCallbacks.find(camera);
  508. if (iterCameraCallbacks != mRenderCallbacks.end())
  509. {
  510. for (auto& callbackPair : iterCameraCallbacks->second)
  511. {
  512. const RenderCallbackData& callbackData = callbackPair.second;
  513. if (callbackData.overlay)
  514. continue;
  515. if (callbackPair.first >= 0)
  516. break;
  517. callbackData.callback();
  518. }
  519. }
  520. //// Render base pass
  521. const Vector<RenderQueueElement>& opaqueElements = rendererCam.getOpaqueQueue()->getSortedElements();
  522. for (auto iter = opaqueElements.begin(); iter != opaqueElements.end(); ++iter)
  523. {
  524. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  525. renderElement(*renderElem, iter->passIdx, iter->applyPass, frameInfo, cameraShaderData.viewProj);
  526. }
  527. renderTargets->bindSceneColor(true);
  528. //// Render light pass
  529. {
  530. SPtr<GpuParamBlockBufferCore> perCameraBuffer = mObjectRenderer->getPerCameraParams().getBuffer();
  531. mDirLightMat->bind(renderTargets, perCameraBuffer);
  532. for (auto& light : mDirectionalLights)
  533. {
  534. if (!light.internal->getIsActive())
  535. continue;
  536. mDirLightMat->setPerLightParams(light.internal);
  537. gRendererUtility().drawScreenQuad();
  538. }
  539. // Draw point lights which our camera is within
  540. // TODO - Possibly use instanced drawing here as only two meshes are drawn with various properties
  541. mPointLightInMat->bind(renderTargets, perCameraBuffer);
  542. // TODO - Cull lights based on visibility, right now I just iterate over all of them.
  543. for (auto& light : mPointLights)
  544. {
  545. if (!light.internal->getIsActive())
  546. continue;
  547. float distToLight = (light.internal->getBounds().getCenter() - camera->getPosition()).squaredLength();
  548. float boundRadius = light.internal->getBounds().getRadius() * 1.05f + camera->getNearClipDistance() * 2.0f;
  549. bool cameraInLightGeometry = distToLight < boundRadius * boundRadius;
  550. if (!cameraInLightGeometry)
  551. continue;
  552. mPointLightInMat->setPerLightParams(light.internal);
  553. SPtr<MeshCore> mesh = light.internal->getMesh();
  554. gRendererUtility().draw(mesh, mesh->getProperties().getSubMesh(0));
  555. }
  556. // Draw other point lights
  557. mPointLightOutMat->bind(renderTargets, perCameraBuffer);
  558. for (auto& light : mPointLights)
  559. {
  560. if (!light.internal->getIsActive())
  561. continue;
  562. float distToLight = (light.internal->getBounds().getCenter() - camera->getPosition()).squaredLength();
  563. float boundRadius = light.internal->getBounds().getRadius() * 1.05f + camera->getNearClipDistance() * 2.0f;
  564. bool cameraInLightGeometry = distToLight < boundRadius * boundRadius;
  565. if (cameraInLightGeometry)
  566. continue;
  567. mPointLightOutMat->setPerLightParams(light.internal);
  568. SPtr<MeshCore> mesh = light.internal->getMesh();
  569. gRendererUtility().draw(mesh, mesh->getProperties().getSubMesh(0));
  570. }
  571. }
  572. renderTargets->bindSceneColor(false);
  573. // Render transparent objects (TODO - No lighting yet)
  574. const Vector<RenderQueueElement>& transparentElements = rendererCam.getTransparentQueue()->getSortedElements();
  575. for (auto iter = transparentElements.begin(); iter != transparentElements.end(); ++iter)
  576. {
  577. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  578. renderElement(*renderElem, iter->passIdx, iter->applyPass, frameInfo, cameraShaderData.viewProj);
  579. }
  580. // Render non-overlay post-scene callbacks
  581. if (iterCameraCallbacks != mRenderCallbacks.end())
  582. {
  583. for (auto& callbackPair : iterCameraCallbacks->second)
  584. {
  585. const RenderCallbackData& callbackData = callbackPair.second;
  586. if (callbackData.overlay || callbackPair.first < 0)
  587. continue;
  588. callbackData.callback();
  589. }
  590. }
  591. // TODO - If GBuffer has multiple samples, I should resolve them before post-processing
  592. PostProcessing::instance().postProcess(renderTargets->getSceneColorRT(),
  593. camera, rendererCam.getPPInfo(), frameInfo.delta);
  594. // Render overlay post-scene callbacks
  595. if (iterCameraCallbacks != mRenderCallbacks.end())
  596. {
  597. for (auto& callbackPair : iterCameraCallbacks->second)
  598. {
  599. const RenderCallbackData& callbackData = callbackPair.second;
  600. if (!callbackData.overlay)
  601. continue;
  602. callbackData.callback();
  603. }
  604. }
  605. rendererCam.endRendering();
  606. gProfilerCPU().endSample("Render");
  607. }
  608. void RenderBeast::renderOverlay(const RendererFrame& frameInfo, RendererRenderTarget& rtData, UINT32 camIdx)
  609. {
  610. gProfilerCPU().beginSample("RenderOverlay");
  611. const CameraCore* camera = rtData.cameras[camIdx];
  612. assert(camera->getFlags().isSet(CameraFlag::Overlay));
  613. SPtr<ViewportCore> viewport = camera->getViewport();
  614. RendererCamera& rendererCam = mCameras[camera];
  615. CameraShaderData cameraShaderData = rendererCam.getShaderData();
  616. mObjectRenderer->setPerCameraParams(cameraShaderData);
  617. rendererCam.beginRendering(false);
  618. SPtr<RenderTargetCore> target = rtData.target;
  619. RenderAPICore::instance().setRenderTarget(target);
  620. RenderAPICore::instance().setViewport(viewport->getNormArea());
  621. // If first camera in render target, prepare the render target
  622. if (camIdx == 0)
  623. {
  624. UINT32 clearBuffers = 0;
  625. if (viewport->getRequiresColorClear())
  626. clearBuffers |= FBT_COLOR;
  627. if (viewport->getRequiresDepthClear())
  628. clearBuffers |= FBT_DEPTH;
  629. if (viewport->getRequiresStencilClear())
  630. clearBuffers |= FBT_STENCIL;
  631. if (clearBuffers != 0)
  632. {
  633. RenderAPICore::instance().clearViewport(clearBuffers, viewport->getClearColor(),
  634. viewport->getClearDepthValue(), viewport->getClearStencilValue());
  635. }
  636. }
  637. // Render overlay post-scene callbacks
  638. auto iterCameraCallbacks = mRenderCallbacks.find(camera);
  639. if (iterCameraCallbacks != mRenderCallbacks.end())
  640. {
  641. for (auto& callbackPair : iterCameraCallbacks->second)
  642. {
  643. const RenderCallbackData& callbackData = callbackPair.second;
  644. if (!callbackData.overlay)
  645. continue;
  646. callbackData.callback();
  647. }
  648. }
  649. rendererCam.endRendering();
  650. gProfilerCPU().endSample("RenderOverlay");
  651. }
  652. void RenderBeast::renderElement(const BeastRenderableElement& element, UINT32 passIdx, bool bindPass,
  653. const RendererFrame& frameInfo, const Matrix4& viewProj)
  654. {
  655. SPtr<MaterialCore> material = element.material;
  656. UINT32 rendererId = element.renderableId;
  657. Matrix4 worldViewProjMatrix = viewProj * mRenderableShaderData[rendererId].worldTransform;
  658. SPtr<GpuBufferCore> boneMatrices = element.boneMatrixBuffer;
  659. mObjectRenderer->setPerObjectParams(element, mRenderableShaderData[rendererId], worldViewProjMatrix, boneMatrices);
  660. material->updateParamsSet(element.params, element.techniqueIdx);
  661. if (bindPass)
  662. RendererUtility::instance().setPass(material, passIdx, element.techniqueIdx);
  663. if (element.samplerOverrides != nullptr)
  664. setPassParams(element.params, element.samplerOverrides, passIdx);
  665. else
  666. setPassParams(element.params, nullptr, passIdx);
  667. if(element.morphVertexDeclaration == nullptr)
  668. gRendererUtility().draw(element.mesh, element.subMesh);
  669. else
  670. gRendererUtility().drawMorph(element.mesh, element.subMesh, element.morphShapeBuffer,
  671. element.morphVertexDeclaration);
  672. }
  673. void RenderBeast::refreshSamplerOverrides(bool force)
  674. {
  675. for (auto& entry : mSamplerOverrides)
  676. {
  677. SPtr<MaterialParamsCore> materialParams = entry.first.material->_getInternalParams();
  678. MaterialSamplerOverrides* materialOverrides = entry.second;
  679. for(UINT32 i = 0; i < materialOverrides->numOverrides; i++)
  680. {
  681. SamplerOverride& override = materialOverrides->overrides[i];
  682. const MaterialParamsBase::ParamData* materialParamData = materialParams->getParamData(override.paramIdx);
  683. SPtr<SamplerStateCore> samplerState;
  684. materialParams->getSamplerState(materialParamData->index, samplerState);
  685. UINT64 hash = 0;
  686. if (samplerState != nullptr)
  687. hash = samplerState->getProperties().getHash();
  688. if (hash != override.originalStateHash || force)
  689. {
  690. if (samplerState != nullptr)
  691. override.state = SamplerOverrideUtility::generateSamplerOverride(samplerState, mCoreOptions);
  692. else
  693. override.state = SamplerOverrideUtility::generateSamplerOverride(SamplerStateCore::getDefault(), mCoreOptions);;
  694. }
  695. }
  696. }
  697. }
  698. void RenderBeast::setPassParams(const SPtr<GpuParamsSetCore>& paramsSet, const MaterialSamplerOverrides* samplerOverrides,
  699. UINT32 passIdx)
  700. {
  701. THROW_IF_NOT_CORE_THREAD;
  702. RenderAPICore& rapi = RenderAPICore::instance();
  703. struct StageData
  704. {
  705. GpuProgramType type;
  706. SPtr<GpuParamsCore> params;
  707. };
  708. const UINT32 numStages = 6;
  709. GpuProgramType stages[numStages] =
  710. {
  711. { GPT_VERTEX_PROGRAM },
  712. { GPT_FRAGMENT_PROGRAM },
  713. { GPT_GEOMETRY_PROGRAM },
  714. { GPT_HULL_PROGRAM },
  715. { GPT_DOMAIN_PROGRAM },
  716. { GPT_COMPUTE_PROGRAM }
  717. };
  718. for (UINT32 i = 0; i < numStages; i++)
  719. {
  720. SPtr<GpuParamsCore> params = paramsSet->getGpuParams(stages[i], passIdx);
  721. if (params == nullptr)
  722. continue;
  723. const GpuParamDesc& paramDesc = params->getParamDesc();
  724. for (auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  725. {
  726. SPtr<SamplerStateCore> samplerState;
  727. if (samplerOverrides != nullptr)
  728. {
  729. UINT32 overrideIndex = samplerOverrides->passes[passIdx].stages[i].stateOverrides[iter->second.slot];
  730. if(overrideIndex != (UINT32)-1)
  731. samplerState = samplerOverrides->overrides[overrideIndex].state;
  732. }
  733. if(samplerState == nullptr)
  734. samplerState = params->getSamplerState(iter->second.slot);
  735. if (samplerState == nullptr)
  736. rapi.setSamplerState(stages[i], iter->second.slot, SamplerStateCore::getDefault());
  737. else
  738. rapi.setSamplerState(stages[i], iter->second.slot, samplerState);
  739. }
  740. for (auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
  741. {
  742. SPtr<TextureCore> texture = params->getTexture(iter->second.slot);
  743. rapi.setTexture(stages[i], iter->second.slot, texture);
  744. }
  745. for (auto iter = paramDesc.loadStoreTextures.begin(); iter != paramDesc.loadStoreTextures.end(); ++iter)
  746. {
  747. SPtr<TextureCore> texture = params->getLoadStoreTexture(iter->second.slot);
  748. const TextureSurface& surface = params->getLoadStoreSurface(iter->second.slot);
  749. if (texture == nullptr)
  750. rapi.setLoadStoreTexture(stages[i], iter->second.slot, false, nullptr, surface);
  751. else
  752. rapi.setLoadStoreTexture(stages[i], iter->second.slot, true, texture, surface);
  753. }
  754. for (auto iter = paramDesc.buffers.begin(); iter != paramDesc.buffers.end(); ++iter)
  755. {
  756. SPtr<GpuBufferCore> buffer = params->getBuffer(iter->second.slot);
  757. bool isLoadStore = iter->second.type != GPOT_BYTE_BUFFER &&
  758. iter->second.type != GPOT_STRUCTURED_BUFFER;
  759. rapi.setBuffer(stages[i], iter->second.slot, buffer, isLoadStore);
  760. }
  761. for (auto iter = paramDesc.paramBlocks.begin(); iter != paramDesc.paramBlocks.end(); ++iter)
  762. {
  763. SPtr<GpuParamBlockBufferCore> blockBuffer = params->getParamBlockBuffer(iter->second.slot);
  764. blockBuffer->flushToGPU();
  765. rapi.setParamBuffer(stages[i], iter->second.slot, blockBuffer, paramDesc);
  766. }
  767. }
  768. }
  769. }