BsRenderBeast.cpp 24 KB

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  1. #include "BsRenderBeast.h"
  2. #include "BsCamera.h"
  3. #include "BsSceneObject.h"
  4. #include "BsSceneManager.h"
  5. #include "BsRenderable.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 "BsOverlayManager.h"
  18. #include "BsGUIManager.h"
  19. #include "BsCoreThread.h"
  20. #include "BsGpuParams.h"
  21. #include "BsProfilerCPU.h"
  22. #include "BsShader.h"
  23. #include "BsTechnique.h"
  24. #include "BsDrawList.h"
  25. #include "BsHardwareBufferManager.h"
  26. #include "BsGpuParamBlockBuffer.h"
  27. #include "BsShader.h"
  28. #include "BsLitTexRenderableController.h"
  29. #include "BsTime.h"
  30. #include "BsRenderableElement.h"
  31. #include "BsFrameAlloc.h"
  32. #include "BsCoreObjectManager.h"
  33. #include "BsRenderBeastOptions.h"
  34. #include "BsSamplerOverrides.h"
  35. #include "BsLightInternal.h"
  36. using namespace std::placeholders;
  37. namespace BansheeEngine
  38. {
  39. RenderBeast::RenderBeast()
  40. :mOptions(bs_shared_ptr_new<RenderBeastOptions>()), mOptionsDirty(true)
  41. {
  42. }
  43. const StringID& RenderBeast::getName() const
  44. {
  45. static StringID name = "RenderBeast";
  46. return name;
  47. }
  48. void RenderBeast::_onActivated()
  49. {
  50. CoreRenderer::_onActivated();
  51. gCoreAccessor().queueCommand(std::bind(&RenderBeast::initializeCore, this));
  52. }
  53. void RenderBeast::_onDeactivated()
  54. {
  55. CoreRenderer::_onDeactivated();
  56. gCoreAccessor().queueCommand(std::bind(&RenderBeast::destroyCore, this));
  57. gCoreAccessor().submitToCoreThread(true);
  58. }
  59. void RenderBeast::initializeCore()
  60. {
  61. mCoreOptions = bs_shared_ptr_new<RenderBeastOptions>();
  62. mLitTexHandler = bs_new<LitTexRenderableController>();
  63. SPtr<ShaderCore> shader = createDefaultShader();
  64. mDummyMaterial = MaterialCore::create(shader);
  65. }
  66. void RenderBeast::destroyCore()
  67. {
  68. if (mLitTexHandler != nullptr)
  69. bs_delete(mLitTexHandler);
  70. mRenderTargets.clear();
  71. mCameraData.clear();
  72. mRenderables.clear();
  73. assert(mSamplerOverrides.empty());
  74. mDummyMaterial = nullptr;
  75. }
  76. void RenderBeast::_notifyRenderableAdded(RenderableHandlerCore* renderable)
  77. {
  78. UINT32 renderableId = (UINT32)mRenderables.size();
  79. renderable->setRendererId(renderableId);
  80. mRenderables.push_back(RenderableData());
  81. mWorldTransforms.push_back(renderable->getTransform());
  82. mWorldBounds.push_back(renderable->getBounds());
  83. RenderableData& renderableData = mRenderables.back();
  84. renderableData.renderable = renderable;
  85. if (renderable->getRenderableType() == RenType_LitTextured)
  86. renderableData.controller = mLitTexHandler;
  87. else
  88. renderableData.controller = nullptr;
  89. SPtr<MeshCore> mesh = renderable->getMesh();
  90. if (mesh != nullptr)
  91. {
  92. const MeshProperties& meshProps = mesh->getProperties();
  93. for (UINT32 i = 0; i < meshProps.getNumSubMeshes(); i++)
  94. {
  95. renderableData.elements.push_back(BeastRenderableElement());
  96. BeastRenderableElement& renElement = renderableData.elements.back();
  97. renElement.mesh = mesh;
  98. renElement.subMesh = meshProps.getSubMesh(i);
  99. renElement.renderableId = renderableId;
  100. renElement.material = renderable->getMaterial(i);
  101. if (renElement.material == nullptr)
  102. renElement.material = renderable->getMaterial(0);
  103. if (renElement.material == nullptr)
  104. renElement.material = mDummyMaterial;
  105. auto iterFind = mSamplerOverrides.find(renElement.material);
  106. if (iterFind != mSamplerOverrides.end())
  107. {
  108. renElement.samplerOverrides = iterFind->second;
  109. iterFind->second->refCount++;
  110. }
  111. else
  112. {
  113. MaterialSamplerOverrides* samplerOverrides = SamplerOverrideUtility::generateSamplerOverrides(renElement.material, mCoreOptions);
  114. mSamplerOverrides[renElement.material] = samplerOverrides;
  115. renElement.samplerOverrides = samplerOverrides;
  116. samplerOverrides->refCount++;
  117. }
  118. if (renderableData.controller != nullptr)
  119. renderableData.controller->initializeRenderElem(renElement);
  120. }
  121. }
  122. }
  123. void RenderBeast::_notifyRenderableRemoved(RenderableHandlerCore* renderable)
  124. {
  125. UINT32 renderableId = renderable->getRendererId();
  126. RenderableHandlerCore* lastRenerable = mRenderables.back().renderable;
  127. UINT32 lastRenderableId = lastRenerable->getRendererId();
  128. Vector<BeastRenderableElement>& elements = mRenderables[renderableId].elements;
  129. for (auto& element : elements)
  130. {
  131. auto iterFind = mSamplerOverrides.find(element.material);
  132. assert(iterFind != mSamplerOverrides.end());
  133. MaterialSamplerOverrides* samplerOverrides = iterFind->second;
  134. samplerOverrides->refCount--;
  135. if (samplerOverrides->refCount == 0)
  136. {
  137. SamplerOverrideUtility::destroySamplerOverrides(samplerOverrides);
  138. mSamplerOverrides.erase(iterFind);
  139. }
  140. element.samplerOverrides = nullptr;
  141. }
  142. if (renderableId != lastRenderableId)
  143. {
  144. // Swap current last element with the one we want to erase
  145. std::swap(mRenderables[renderableId], mRenderables[lastRenderableId]);
  146. std::swap(mWorldBounds[renderableId], mWorldBounds[lastRenderableId]);
  147. std::swap(mWorldTransforms[renderableId], mWorldTransforms[lastRenderableId]);
  148. lastRenerable->setRendererId(renderableId);
  149. Vector<BeastRenderableElement>& lastRenderableElements = mRenderables[renderableId].elements;
  150. for (auto& element : elements)
  151. element.renderableId = renderableId;
  152. }
  153. // Last element is the one we want to erase
  154. mRenderables.erase(mRenderables.end() - 1);
  155. mWorldBounds.erase(mWorldBounds.end() - 1);
  156. mWorldTransforms.erase(mWorldTransforms.end() - 1);
  157. }
  158. void RenderBeast::_notifyRenderableUpdated(RenderableHandlerCore* renderable)
  159. {
  160. UINT32 renderableId = renderable->getRendererId();
  161. mWorldTransforms[renderableId] = renderable->getTransform();
  162. mWorldBounds[renderableId] = renderable->getBounds();
  163. }
  164. void RenderBeast::_notifyLightAdded(LightInternalCore* light)
  165. {
  166. UINT32 lightId = (UINT32)mLights.size();
  167. light->setRendererId(lightId);
  168. mLights.push_back(LightData());
  169. mLightWorldBounds.push_back(light->getBounds());
  170. LightData& lightData = mLights.back();
  171. lightData.internal = light;
  172. }
  173. void RenderBeast::_notifyLightUpdated(LightInternalCore* light)
  174. {
  175. UINT32 lightId = light->getRendererId();
  176. mLightWorldBounds[lightId] = light->getBounds();
  177. }
  178. void RenderBeast::_notifyLightRemoved(LightInternalCore* light)
  179. {
  180. UINT32 lightId = light->getRendererId();
  181. LightInternalCore* lastLight = mLights.back().internal;
  182. UINT32 lastLightId = lastLight->getRendererId();
  183. if (lightId != lastLightId)
  184. {
  185. // Swap current last element with the one we want to erase
  186. std::swap(mLights[lightId], mLights[lastLightId]);
  187. std::swap(mLightWorldBounds[lightId], mLightWorldBounds[lastLightId]);
  188. lastLight->setRendererId(lightId);
  189. }
  190. // Last element is the one we want to erase
  191. mLights.erase(mLights.end() - 1);
  192. mLightWorldBounds.erase(mLightWorldBounds.end() - 1);
  193. }
  194. void RenderBeast::_notifyCameraAdded(const CameraHandlerCore* camera)
  195. {
  196. CameraData& camData = mCameraData[camera];
  197. camData.renderQueue = bs_shared_ptr_new<RenderQueue>();
  198. }
  199. void RenderBeast::_notifyCameraRemoved(const CameraHandlerCore* camera)
  200. {
  201. mCameraData.erase(camera);
  202. }
  203. void RenderBeast::setOptions(const SPtr<CoreRendererOptions>& options)
  204. {
  205. mOptions = std::static_pointer_cast<RenderBeastOptions>(options);
  206. mOptionsDirty = true;
  207. }
  208. SPtr<CoreRendererOptions> RenderBeast::getOptions() const
  209. {
  210. return mOptions;
  211. }
  212. void RenderBeast::renderAll()
  213. {
  214. // Populate direct draw lists
  215. const Map<CameraHandler*, SceneCameraData>& allCameras = gSceneManager().getAllCameras();
  216. for (auto& cameraData : allCameras)
  217. {
  218. CameraHandlerPtr camera = cameraData.second.camera;
  219. HSceneObject cameraSO = cameraData.second.sceneObject;
  220. DrawListPtr drawList = bs_shared_ptr_new<DrawList>();
  221. // Get GUI render operations
  222. GUIManager::instance().render(camera->getViewport(), *drawList);
  223. // Get overlay render operations
  224. OverlayManager::instance().render(camera->getViewport(), *drawList);
  225. // Get any operations from hooked up callbacks
  226. const Viewport* viewportRawPtr = camera->getViewport().get();
  227. onRenderViewport(viewportRawPtr, *drawList);
  228. RenderQueuePtr renderQueue = bs_shared_ptr_new<RenderQueue>();
  229. const Vector<DrawOperation>& drawOps = drawList->getDrawOperations();
  230. for (auto& drawOp : drawOps)
  231. {
  232. SPtr<MaterialCore> materialCore = drawOp.material->getCore();
  233. SPtr<MeshCoreBase> meshCore = drawOp.mesh->getCore();
  234. SubMesh subMesh = meshCore->getProperties().getSubMesh(drawOp.submeshIdx);
  235. float distanceToCamera = (cameraSO->getPosition() - drawOp.worldPosition).length();
  236. renderQueue->add(materialCore, meshCore, subMesh, distanceToCamera);
  237. }
  238. gCoreAccessor().queueCommand(std::bind(&RenderBeast::addToRenderQueue, this, camera->getCore(), renderQueue));
  239. }
  240. // Sync all dirty sim thread CoreObject data to core thread
  241. CoreObjectManager::instance().syncToCore(gCoreAccessor());
  242. if (mOptionsDirty)
  243. {
  244. gCoreAccessor().queueCommand(std::bind(&RenderBeast::syncRenderOptions, this, *mOptions));
  245. mOptionsDirty = false;
  246. }
  247. gCoreAccessor().queueCommand(std::bind(&RenderBeast::renderAllCore, this, gTime().getTime()));
  248. }
  249. void RenderBeast::addToRenderQueue(const SPtr<CameraHandlerCore>& camera, RenderQueuePtr renderQueue)
  250. {
  251. RenderQueuePtr cameraRenderQueue = mCameraData[camera.get()].renderQueue;
  252. cameraRenderQueue->add(*renderQueue);
  253. }
  254. void RenderBeast::syncRenderOptions(const RenderBeastOptions& options)
  255. {
  256. bool filteringChanged = mCoreOptions->filtering != options.filtering;
  257. if (options.filtering == RenderBeastFiltering::Anisotropic)
  258. filteringChanged |= mCoreOptions->anisotropyMax != options.anisotropyMax;
  259. if (filteringChanged)
  260. refreshSamplerOverrides(true);
  261. *mCoreOptions = options;
  262. }
  263. void RenderBeast::renderAllCore(float time)
  264. {
  265. THROW_IF_NOT_CORE_THREAD;
  266. // Note: I'm iterating over all sampler states every frame. If this ends up being a performance
  267. // issue consider handling this internally in MaterialCore which can only do it when sampler states
  268. // are actually modified after sync
  269. refreshSamplerOverrides();
  270. // Update global per-frame hardware buffers
  271. mLitTexHandler->updatePerFrameBuffers(time);
  272. // Sort cameras by render target
  273. for (auto& cameraData : mCameraData)
  274. {
  275. const CameraHandlerCore* camera = cameraData.first;
  276. SPtr<RenderTargetCore> renderTarget = camera->getViewport()->getTarget();
  277. if (renderTarget == nullptr)
  278. continue;
  279. auto findIter = std::find_if(mRenderTargets.begin(), mRenderTargets.end(), [&](const RenderTargetData& x) { return x.target == renderTarget; });
  280. if (findIter != mRenderTargets.end())
  281. {
  282. findIter->cameras.push_back(camera);
  283. }
  284. else
  285. {
  286. mRenderTargets.push_back(RenderTargetData());
  287. RenderTargetData& renderTargetData = mRenderTargets.back();
  288. renderTargetData.target = renderTarget;
  289. renderTargetData.cameras.push_back(camera);
  290. }
  291. }
  292. // Sort everything based on priority
  293. auto cameraComparer = [&](const CameraHandlerCore* a, const CameraHandlerCore* b) { return a->getPriority() > b->getPriority(); };
  294. auto renderTargetInfoComparer = [&](const RenderTargetData& a, const RenderTargetData& b)
  295. { return a.target->getProperties().getPriority() > b.target->getProperties().getPriority(); };
  296. std::sort(begin(mRenderTargets), end(mRenderTargets), renderTargetInfoComparer);
  297. for (auto& camerasPerTarget : mRenderTargets)
  298. {
  299. Vector<const CameraHandlerCore*>& cameras = camerasPerTarget.cameras;
  300. std::sort(begin(cameras), end(cameras), cameraComparer);
  301. }
  302. // Render everything, target by target
  303. for (auto& renderTargetData : mRenderTargets)
  304. {
  305. SPtr<RenderTargetCore> target = renderTargetData.target;
  306. Vector<const CameraHandlerCore*>& cameras = renderTargetData.cameras;
  307. RenderAPICore::instance().beginFrame();
  308. RenderAPICore::instance().setRenderTarget(target);
  309. for(auto& camera : cameras)
  310. {
  311. SPtr<ViewportCore> viewport = camera->getViewport();
  312. RenderAPICore::instance().setViewport(viewport->getNormArea());
  313. UINT32 clearBuffers = 0;
  314. if(viewport->getRequiresColorClear())
  315. clearBuffers |= FBT_COLOR;
  316. if(viewport->getRequiresDepthClear())
  317. clearBuffers |= FBT_DEPTH;
  318. if(viewport->getRequiresStencilClear())
  319. clearBuffers |= FBT_STENCIL;
  320. if(clearBuffers != 0)
  321. RenderAPICore::instance().clearViewport(clearBuffers, viewport->getClearColor(), viewport->getClearDepthValue(), viewport->getClearStencilValue());
  322. render(*camera, mCameraData[camera].renderQueue);
  323. }
  324. RenderAPICore::instance().endFrame();
  325. RenderAPICore::instance().swapBuffers(target);
  326. }
  327. mRenderTargets.clear();
  328. }
  329. void RenderBeast::render(const CameraHandlerCore& camera, RenderQueuePtr& renderQueue)
  330. {
  331. THROW_IF_NOT_CORE_THREAD;
  332. RenderAPICore& rs = RenderAPICore::instance();
  333. // Update global per-frame hardware buffers
  334. mLitTexHandler->updatePerCameraBuffers(camera.getForward());
  335. Matrix4 projMatrixCstm = camera.getProjectionMatrixRS();
  336. Matrix4 viewMatrixCstm = camera.getViewMatrix();
  337. Matrix4 viewProjMatrix = projMatrixCstm * viewMatrixCstm;
  338. // Trigger pre-render callbacks
  339. auto iterCameraCallbacks = mRenderCallbacks.find(&camera);
  340. if (iterCameraCallbacks != mRenderCallbacks.end())
  341. {
  342. for (auto& callbackPair : iterCameraCallbacks->second)
  343. {
  344. if (callbackPair.first >= 0)
  345. break;
  346. callbackPair.second();
  347. }
  348. }
  349. UINT64 cameraLayers = camera.getLayers();
  350. ConvexVolume worldFrustum = camera.getWorldFrustum();
  351. // Update per-object param buffers and queue render elements
  352. for (auto& renderableData : mRenderables)
  353. {
  354. RenderableHandlerCore* renderable = renderableData.renderable;
  355. RenderableController* controller = renderableData.controller;
  356. UINT32 renderableType = renderable->getRenderableType();
  357. UINT32 rendererId = renderable->getRendererId();
  358. if ((renderable->getLayer() & cameraLayers) == 0)
  359. continue;
  360. // Do frustum culling
  361. // TODO - This is bound to be a bottleneck at some point. When it is ensure that intersect
  362. // methods use vector operations, as it is trivial to update them.
  363. const Sphere& boundingSphere = mWorldBounds[rendererId].getSphere();
  364. if (worldFrustum.intersects(boundingSphere))
  365. {
  366. // More precise with the box
  367. const AABox& boundingBox = mWorldBounds[rendererId].getBox();
  368. if (worldFrustum.intersects(boundingBox))
  369. {
  370. float distanceToCamera = (camera.getPosition() - boundingBox.getCenter()).length();
  371. for (auto& renderElem : renderableData.elements)
  372. renderQueue->add(&renderElem, distanceToCamera);
  373. }
  374. }
  375. }
  376. renderQueue->sort();
  377. const Vector<RenderQueueElement>& sortedRenderElements = renderQueue->getSortedElements();
  378. for(auto iter = sortedRenderElements.begin(); iter != sortedRenderElements.end(); ++iter)
  379. {
  380. SPtr<MaterialCore> material = iter->material;
  381. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  382. if (renderElem != nullptr)
  383. {
  384. UINT32 rendererId = renderElem->renderableId;
  385. const RenderableData& renderableData = mRenderables[rendererId];
  386. RenderableHandlerCore* renderable = renderableData.renderable;
  387. RenderableController* controller = renderableData.controller;
  388. UINT32 renderableType = renderable->getRenderableType();
  389. if (controller != nullptr)
  390. controller->bindPerObjectBuffers(*renderElem);
  391. if (renderableType == RenType_LitTextured)
  392. {
  393. Matrix4 worldViewProjMatrix = viewProjMatrix * mWorldTransforms[rendererId];
  394. mLitTexHandler->updatePerObjectBuffers(*renderElem, worldViewProjMatrix);
  395. }
  396. UINT32 numPasses = renderElem->material->getNumPasses();
  397. for (UINT32 i = 0; i < numPasses; i++)
  398. {
  399. SPtr<PassParametersCore> passParams = renderElem->material->getPassParameters(i);
  400. for (UINT32 j = 0; j < PassParametersCore::NUM_PARAMS; j++)
  401. {
  402. SPtr<GpuParamsCore> params = passParams->getParamByIdx(j);
  403. if (params != nullptr)
  404. params->updateHardwareBuffers();
  405. }
  406. }
  407. if (renderElem != nullptr && renderElem->samplerOverrides != nullptr)
  408. setPass(material, iter->passIdx, &renderElem->samplerOverrides->passes[iter->passIdx]);
  409. else
  410. setPass(material, iter->passIdx, nullptr);
  411. }
  412. else
  413. setPass(material, iter->passIdx, nullptr);
  414. draw(iter->mesh, iter->subMesh);
  415. }
  416. renderQueue->clear();
  417. // Trigger post-render callbacks
  418. if (iterCameraCallbacks != mRenderCallbacks.end())
  419. {
  420. for (auto& callbackPair : iterCameraCallbacks->second)
  421. {
  422. if (callbackPair.first < 0)
  423. continue;
  424. callbackPair.second();
  425. }
  426. }
  427. }
  428. void RenderBeast::refreshSamplerOverrides(bool force)
  429. {
  430. for (auto& entry : mSamplerOverrides)
  431. {
  432. SPtr<MaterialCore> material = entry.first;
  433. if (force)
  434. {
  435. SamplerOverrideUtility::destroySamplerOverrides(entry.second);
  436. entry.second = SamplerOverrideUtility::generateSamplerOverrides(material, mCoreOptions);
  437. }
  438. else
  439. {
  440. MaterialSamplerOverrides* materialOverrides = entry.second;
  441. UINT32 numPasses = material->getNumPasses();
  442. assert(numPasses == materialOverrides->numPasses);
  443. for (UINT32 i = 0; i < numPasses; i++)
  444. {
  445. SPtr<PassParametersCore> passParams = material->getPassParameters(i);
  446. PassSamplerOverrides& passOverrides = materialOverrides->passes[i];
  447. for (UINT32 j = 0; j < PassParametersCore::NUM_PARAMS; j++)
  448. {
  449. StageSamplerOverrides& stageOverrides = passOverrides.stages[j];
  450. SPtr<GpuParamsCore> params = passParams->getParamByIdx(j);
  451. if (params == nullptr)
  452. continue;
  453. const GpuParamDesc& paramDesc = params->getParamDesc();
  454. for (auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  455. {
  456. UINT32 slot = iter->second.slot;
  457. SPtr<SamplerStateCore> samplerState = params->getSamplerState(slot);
  458. assert(stageOverrides.numStates > slot);
  459. if (samplerState != stageOverrides.stateOverrides[slot])
  460. {
  461. if (samplerState != nullptr)
  462. stageOverrides.stateOverrides[slot] = SamplerOverrideUtility::generateSamplerOverride(samplerState, mCoreOptions);
  463. else
  464. stageOverrides.stateOverrides[slot] = SamplerOverrideUtility::generateSamplerOverride(SamplerStateCore::getDefault(), mCoreOptions);;
  465. }
  466. }
  467. }
  468. }
  469. }
  470. }
  471. }
  472. void RenderBeast::setPass(const SPtr<MaterialCore>& material, UINT32 passIdx, PassSamplerOverrides* samplerOverrides)
  473. {
  474. THROW_IF_NOT_CORE_THREAD;
  475. RenderAPICore& rs = RenderAPICore::instance();
  476. SPtr<PassCore> pass = material->getPass(passIdx);
  477. SPtr<PassParametersCore> passParams = material->getPassParameters(passIdx);
  478. struct StageData
  479. {
  480. GpuProgramType type;
  481. bool enable;
  482. SPtr<GpuParamsCore> params;
  483. SPtr<GpuProgramCore> program;
  484. };
  485. const UINT32 numStages = 6;
  486. StageData stages[numStages] =
  487. {
  488. {
  489. GPT_VERTEX_PROGRAM, pass->hasVertexProgram(),
  490. passParams->mVertParams, pass->getVertexProgram()
  491. },
  492. {
  493. GPT_FRAGMENT_PROGRAM, pass->hasFragmentProgram(),
  494. passParams->mFragParams, pass->getFragmentProgram()
  495. },
  496. {
  497. GPT_GEOMETRY_PROGRAM, pass->hasGeometryProgram(),
  498. passParams->mGeomParams, pass->getGeometryProgram()
  499. },
  500. {
  501. GPT_HULL_PROGRAM, pass->hasHullProgram(),
  502. passParams->mHullParams, pass->getHullProgram()
  503. },
  504. {
  505. GPT_DOMAIN_PROGRAM, pass->hasDomainProgram(),
  506. passParams->mDomainParams, pass->getDomainProgram()
  507. },
  508. {
  509. GPT_COMPUTE_PROGRAM, pass->hasComputeProgram(),
  510. passParams->mComputeParams, pass->getComputeProgram()
  511. }
  512. };
  513. for (UINT32 i = 0; i < numStages; i++)
  514. {
  515. const StageData& stage = stages[i];
  516. if (stage.enable)
  517. {
  518. rs.bindGpuProgram(stage.program);
  519. SPtr<GpuParamsCore> params = stage.params;
  520. const GpuParamDesc& paramDesc = params->getParamDesc();
  521. for (auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  522. {
  523. SPtr<SamplerStateCore> samplerState;
  524. if (samplerOverrides != nullptr)
  525. samplerState = samplerOverrides->stages[i].stateOverrides[iter->second.slot];
  526. else
  527. samplerState = params->getSamplerState(iter->second.slot);
  528. if (samplerState == nullptr)
  529. rs.setSamplerState(stage.type, iter->second.slot, SamplerStateCore::getDefault());
  530. else
  531. rs.setSamplerState(stage.type, iter->second.slot, samplerState);
  532. }
  533. for (auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
  534. {
  535. SPtr<TextureCore> texture = params->getTexture(iter->second.slot);
  536. if (!params->isLoadStoreTexture(iter->second.slot))
  537. {
  538. if (texture == nullptr)
  539. rs.setTexture(stage.type, iter->second.slot, false, nullptr);
  540. else
  541. rs.setTexture(stage.type, iter->second.slot, true, texture);
  542. }
  543. else
  544. {
  545. const TextureSurface& surface = params->getLoadStoreSurface(iter->second.slot);
  546. if (texture == nullptr)
  547. rs.setLoadStoreTexture(stage.type, iter->second.slot, false, nullptr, surface);
  548. else
  549. rs.setLoadStoreTexture(stage.type, iter->second.slot, true, texture, surface);
  550. }
  551. }
  552. rs.setConstantBuffers(stage.type, params);
  553. }
  554. else
  555. rs.unbindGpuProgram(stage.type);
  556. }
  557. // TODO - Try to limit amount of state changes, if previous state is already the same
  558. // Set up non-texture related pass settings
  559. if (pass->getBlendState() != nullptr)
  560. rs.setBlendState(pass->getBlendState());
  561. else
  562. rs.setBlendState(BlendStateCore::getDefault());
  563. if (pass->getDepthStencilState() != nullptr)
  564. rs.setDepthStencilState(pass->getDepthStencilState(), pass->getStencilRefValue());
  565. else
  566. rs.setDepthStencilState(DepthStencilStateCore::getDefault(), pass->getStencilRefValue());
  567. if (pass->getRasterizerState() != nullptr)
  568. rs.setRasterizerState(pass->getRasterizerState());
  569. else
  570. rs.setRasterizerState(RasterizerStateCore::getDefault());
  571. }
  572. SPtr<ShaderCore> RenderBeast::createDefaultShader()
  573. {
  574. StringID rsName = RenderAPICore::instance().getName();
  575. SPtr<GpuProgramCore> vsProgram;
  576. SPtr<GpuProgramCore> psProgram;
  577. if (rsName == RenderAPIDX11)
  578. {
  579. String vsCode = R"(
  580. cbuffer PerObject
  581. {
  582. float4x4 matWorldViewProj;
  583. }
  584. void vs_main(
  585. in float3 inPos : POSITION,
  586. out float4 oPosition : SV_Position)
  587. {
  588. oPosition = mul(matWorldViewProj, float4(inPos.xyz, 1));
  589. })";
  590. String psCode = R"(
  591. float4 ps_main() : SV_Target
  592. {
  593. return float4(0.3f, 0.9f, 0.3f, 1.0f);
  594. })";
  595. vsProgram = GpuProgramCore::create(vsCode, "vs_main", "hlsl", GPT_VERTEX_PROGRAM, GPP_VS_4_0);
  596. psProgram = GpuProgramCore::create(psCode, "ps_main", "hlsl", GPT_FRAGMENT_PROGRAM, GPP_FS_4_0);
  597. }
  598. else if (rsName == RenderAPIDX9)
  599. {
  600. String vsCode = R"(
  601. BS_PARAM_BLOCK PerObject { matWorldViewProj }
  602. float4x4 matWorldViewProj;
  603. void vs_main(
  604. in float3 inPos : POSITION,
  605. out float4 oPosition : POSITION)
  606. {
  607. oPosition = mul(matWorldViewProj, float4(inPos.xyz, 1));
  608. })";
  609. String psCode = R"(
  610. float4 ps_main() : COLOR0
  611. {
  612. return float4(0.3f, 0.9f, 0.3f, 1.0f);
  613. })";
  614. vsProgram = GpuProgramCore::create(vsCode, "vs_main", "hlsl9", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
  615. psProgram = GpuProgramCore::create(psCode, "ps_main", "hlsl9", GPT_FRAGMENT_PROGRAM, GPP_FS_2_0);
  616. }
  617. else if (rsName == RenderAPIOpenGL)
  618. {
  619. String vsCode = R"(
  620. uniform PerObject
  621. {
  622. mat4 matWorldViewProj;
  623. };
  624. in vec3 bs_position;
  625. out gl_PerVertex
  626. {
  627. vec4 gl_Position;
  628. };
  629. void main()
  630. {
  631. gl_Position = matWorldViewProj * vec4(bs_position.xyz, 1);
  632. })";
  633. String psCode = R"(
  634. out vec4 fragColor;
  635. void main()
  636. {
  637. fragColor = vec4(0.3f, 0.9f, 0.3f, 1.0f);
  638. })";
  639. vsProgram = GpuProgramCore::create(vsCode, "main", "glsl", GPT_VERTEX_PROGRAM, GPP_VS_4_0);
  640. psProgram = GpuProgramCore::create(psCode, "main", "glsl", GPT_FRAGMENT_PROGRAM, GPP_FS_4_0);
  641. }
  642. PASS_DESC_CORE passDesc;
  643. passDesc.vertexProgram = vsProgram;
  644. passDesc.fragmentProgram = psProgram;
  645. SPtr<PassCore> newPass = PassCore::create(passDesc);
  646. SPtr<TechniqueCore> newTechnique = TechniqueCore::create(rsName, RendererDefault, { newPass });
  647. SHADER_DESC_CORE shaderDesc;
  648. shaderDesc.setParamBlockAttribs("PerObject", true, GPBU_DYNAMIC, RBS_PerObject);
  649. shaderDesc.addParameter("matWorldViewProj", "matWorldViewProj", GPDT_MATRIX_4X4, RPS_WorldViewProjTfrm);
  650. SPtr<ShaderCore> defaultShader = ShaderCore::create("DummyShader", shaderDesc, { newTechnique });
  651. return defaultShader;
  652. }
  653. }