BsRenderBeast.cpp 33 KB

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  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. #include "BsRendererUtility.h"
  37. using namespace std::placeholders;
  38. namespace BansheeEngine
  39. {
  40. RenderBeast::RenderBeast()
  41. :mOptions(bs_shared_ptr_new<RenderBeastOptions>()), mOptionsDirty(true), mStaticHandler(nullptr),
  42. mDefaultMaterial(nullptr), mDefaultNoNormalMaterial(nullptr), mPointLightMat(nullptr), mDirLightMat(nullptr)
  43. {
  44. }
  45. const StringID& RenderBeast::getName() const
  46. {
  47. static StringID name = "RenderBeast";
  48. return name;
  49. }
  50. void RenderBeast::initialize()
  51. {
  52. CoreRenderer::initialize();
  53. CoreThread::instance().queueCommand(std::bind(&RenderBeast::initializeCore, this));
  54. }
  55. void RenderBeast::destroy()
  56. {
  57. CoreRenderer::destroy();
  58. gCoreAccessor().queueCommand(std::bind(&RenderBeast::destroyCore, this));
  59. gCoreAccessor().submitToCoreThread(true);
  60. }
  61. void RenderBeast::initializeCore()
  62. {
  63. RendererUtility::startUp();
  64. mCoreOptions = bs_shared_ptr_new<RenderBeastOptions>();
  65. mStaticHandler = bs_new<StaticRenderableHandler>();
  66. mDefaultMaterial = bs_new<DefaultMaterial>();
  67. mDefaultNoNormalMaterial = bs_new<DefaultMaterialNoNormal>();
  68. mPointLightMat = bs_new<PointLightMat>();
  69. mDirLightMat = bs_new<DirectionalLightMat>();
  70. RenderTexturePool::startUp();
  71. }
  72. void RenderBeast::destroyCore()
  73. {
  74. if (mStaticHandler != nullptr)
  75. bs_delete(mStaticHandler);
  76. mRenderTargets.clear();
  77. mCameraData.clear();
  78. mRenderables.clear();
  79. RenderTexturePool::shutDown();
  80. bs_delete(mDefaultMaterial);
  81. bs_delete(mDefaultNoNormalMaterial);
  82. bs_delete(mPointLightMat);
  83. bs_delete(mDirLightMat);
  84. RendererUtility::shutDown();
  85. assert(mSamplerOverrides.empty());
  86. }
  87. void RenderBeast::_notifyRenderableAdded(RenderableCore* renderable)
  88. {
  89. UINT32 renderableId = (UINT32)mRenderables.size();
  90. renderable->setRendererId(renderableId);
  91. mRenderables.push_back(RenderableData());
  92. mRenderableShaderData.push_back(RenderableShaderData());
  93. mWorldBounds.push_back(renderable->getBounds());
  94. RenderableData& renderableData = mRenderables.back();
  95. renderableData.renderable = renderable;
  96. RenderableShaderData& shaderData = mRenderableShaderData.back();
  97. shaderData.worldTransform = renderable->getTransform();
  98. shaderData.invWorldTransform = shaderData.worldTransform.inverseAffine();
  99. shaderData.worldNoScaleTransform = renderable->getTransformNoScale();
  100. shaderData.invWorldNoScaleTransform = shaderData.worldNoScaleTransform.inverseAffine();
  101. shaderData.worldDeterminantSign = shaderData.worldTransform.determinant3x3() >= 0.0f ? 1.0f : -1.0f;
  102. if (renderable->getRenderableType() == RenType_LitTextured)
  103. renderableData.controller = mStaticHandler;
  104. else
  105. renderableData.controller = nullptr;
  106. SPtr<MeshCore> mesh = renderable->getMesh();
  107. if (mesh != nullptr)
  108. {
  109. const MeshProperties& meshProps = mesh->getProperties();
  110. for (UINT32 i = 0; i < meshProps.getNumSubMeshes(); i++)
  111. {
  112. renderableData.elements.push_back(BeastRenderableElement());
  113. BeastRenderableElement& renElement = renderableData.elements.back();
  114. renElement.mesh = mesh;
  115. renElement.subMesh = meshProps.getSubMesh(i);
  116. renElement.renderableId = renderableId;
  117. renElement.material = renderable->getMaterial(i);
  118. if (renElement.material == nullptr)
  119. renElement.material = renderable->getMaterial(0);
  120. if (renElement.material == nullptr)
  121. {
  122. SPtr<VertexData> vertexData = mesh->getVertexData();
  123. const VertexDeclarationProperties& vertexProps = vertexData->vertexDeclaration->getProperties();
  124. if (vertexProps.findElementBySemantic(VES_NORMAL))
  125. renElement.material = mDefaultMaterial->getMaterial();
  126. else
  127. renElement.material = mDefaultNoNormalMaterial->getMaterial();
  128. }
  129. auto iterFind = mSamplerOverrides.find(renElement.material);
  130. if (iterFind != mSamplerOverrides.end())
  131. {
  132. renElement.samplerOverrides = iterFind->second;
  133. iterFind->second->refCount++;
  134. }
  135. else
  136. {
  137. MaterialSamplerOverrides* samplerOverrides = SamplerOverrideUtility::generateSamplerOverrides(renElement.material, mCoreOptions);
  138. mSamplerOverrides[renElement.material] = samplerOverrides;
  139. renElement.samplerOverrides = samplerOverrides;
  140. samplerOverrides->refCount++;
  141. }
  142. if (renderableData.controller != nullptr)
  143. renderableData.controller->initializeRenderElem(renElement);
  144. }
  145. }
  146. }
  147. void RenderBeast::_notifyRenderableRemoved(RenderableCore* renderable)
  148. {
  149. UINT32 renderableId = renderable->getRendererId();
  150. RenderableCore* lastRenerable = mRenderables.back().renderable;
  151. UINT32 lastRenderableId = lastRenerable->getRendererId();
  152. Vector<BeastRenderableElement>& elements = mRenderables[renderableId].elements;
  153. for (auto& element : elements)
  154. {
  155. auto iterFind = mSamplerOverrides.find(element.material);
  156. assert(iterFind != mSamplerOverrides.end());
  157. MaterialSamplerOverrides* samplerOverrides = iterFind->second;
  158. samplerOverrides->refCount--;
  159. if (samplerOverrides->refCount == 0)
  160. {
  161. SamplerOverrideUtility::destroySamplerOverrides(samplerOverrides);
  162. mSamplerOverrides.erase(iterFind);
  163. }
  164. element.samplerOverrides = nullptr;
  165. }
  166. if (renderableId != lastRenderableId)
  167. {
  168. // Swap current last element with the one we want to erase
  169. std::swap(mRenderables[renderableId], mRenderables[lastRenderableId]);
  170. std::swap(mWorldBounds[renderableId], mWorldBounds[lastRenderableId]);
  171. std::swap(mRenderableShaderData[renderableId], mRenderableShaderData[lastRenderableId]);
  172. lastRenerable->setRendererId(renderableId);
  173. Vector<BeastRenderableElement>& lastRenderableElements = mRenderables[renderableId].elements;
  174. for (auto& element : elements)
  175. element.renderableId = renderableId;
  176. }
  177. // Last element is the one we want to erase
  178. mRenderables.erase(mRenderables.end() - 1);
  179. mWorldBounds.erase(mWorldBounds.end() - 1);
  180. mRenderableShaderData.erase(mRenderableShaderData.end() - 1);
  181. }
  182. void RenderBeast::_notifyRenderableUpdated(RenderableCore* renderable)
  183. {
  184. UINT32 renderableId = renderable->getRendererId();
  185. RenderableShaderData& shaderData = mRenderableShaderData[renderableId];
  186. shaderData.worldTransform = renderable->getTransform();
  187. shaderData.invWorldTransform = shaderData.worldTransform.inverseAffine();
  188. shaderData.worldNoScaleTransform = renderable->getTransformNoScale();
  189. shaderData.invWorldNoScaleTransform = shaderData.worldNoScaleTransform.inverseAffine();
  190. shaderData.worldDeterminantSign = shaderData.worldTransform.determinant3x3() >= 0.0f ? 1.0f : -1.0f;
  191. mWorldBounds[renderableId] = renderable->getBounds();
  192. }
  193. void RenderBeast::_notifyLightAdded(LightCore* light)
  194. {
  195. if (light->getType() == LightType::Directional)
  196. {
  197. UINT32 lightId = (UINT32)mDirectionalLights.size();
  198. light->setRendererId(lightId);
  199. mDirectionalLights.push_back(LightData());
  200. LightData& lightData = mDirectionalLights.back();
  201. lightData.internal = light;
  202. }
  203. else
  204. {
  205. UINT32 lightId = (UINT32)mPointLights.size();
  206. light->setRendererId(lightId);
  207. mPointLights.push_back(LightData());
  208. mLightWorldBounds.push_back(light->getBounds());
  209. LightData& lightData = mPointLights.back();
  210. lightData.internal = light;
  211. }
  212. }
  213. void RenderBeast::_notifyLightUpdated(LightCore* light)
  214. {
  215. UINT32 lightId = light->getRendererId();
  216. if (light->getType() != LightType::Directional)
  217. mLightWorldBounds[lightId] = light->getBounds();
  218. }
  219. void RenderBeast::_notifyLightRemoved(LightCore* light)
  220. {
  221. UINT32 lightId = light->getRendererId();
  222. if (light->getType() == LightType::Directional)
  223. {
  224. LightCore* lastLight = mDirectionalLights.back().internal;
  225. UINT32 lastLightId = lastLight->getRendererId();
  226. if (lightId != lastLightId)
  227. {
  228. // Swap current last element with the one we want to erase
  229. std::swap(mDirectionalLights[lightId], mDirectionalLights[lastLightId]);
  230. lastLight->setRendererId(lightId);
  231. }
  232. // Last element is the one we want to erase
  233. mDirectionalLights.erase(mDirectionalLights.end() - 1);
  234. }
  235. else
  236. {
  237. LightCore* lastLight = mPointLights.back().internal;
  238. UINT32 lastLightId = lastLight->getRendererId();
  239. if (lightId != lastLightId)
  240. {
  241. // Swap current last element with the one we want to erase
  242. std::swap(mPointLights[lightId], mPointLights[lastLightId]);
  243. std::swap(mLightWorldBounds[lightId], mLightWorldBounds[lastLightId]);
  244. lastLight->setRendererId(lightId);
  245. }
  246. // Last element is the one we want to erase
  247. mPointLights.erase(mPointLights.end() - 1);
  248. mLightWorldBounds.erase(mLightWorldBounds.end() - 1);
  249. }
  250. }
  251. void RenderBeast::_notifyCameraAdded(const CameraCore* camera)
  252. {
  253. CameraData& camData = mCameraData[camera];
  254. camData.opaqueQueue = bs_shared_ptr_new<RenderQueue>(mCoreOptions->stateReductionMode);
  255. StateReduction transparentStateReduction = mCoreOptions->stateReductionMode;
  256. if (transparentStateReduction == StateReduction::Material)
  257. transparentStateReduction = StateReduction::Distance; // Transparent object MUST be sorted by distance
  258. camData.transparentQueue = bs_shared_ptr_new<RenderQueue>(transparentStateReduction);
  259. // Register in render target list
  260. SPtr<RenderTargetCore> renderTarget = camera->getViewport()->getTarget();
  261. if (renderTarget == nullptr)
  262. return;
  263. auto findIter = std::find_if(mRenderTargets.begin(), mRenderTargets.end(),
  264. [&](const RenderTargetData& x) { return x.target == renderTarget; });
  265. if (findIter != mRenderTargets.end())
  266. {
  267. findIter->cameras.push_back(camera);
  268. }
  269. else
  270. {
  271. mRenderTargets.push_back(RenderTargetData());
  272. RenderTargetData& renderTargetData = mRenderTargets.back();
  273. renderTargetData.target = renderTarget;
  274. renderTargetData.cameras.push_back(camera);
  275. }
  276. // Sort render targets based on priority
  277. auto cameraComparer = [&](const CameraCore* a, const CameraCore* b) { return a->getPriority() > b->getPriority(); };
  278. auto renderTargetInfoComparer = [&](const RenderTargetData& a, const RenderTargetData& b)
  279. { return a.target->getProperties().getPriority() > b.target->getProperties().getPriority(); };
  280. std::sort(begin(mRenderTargets), end(mRenderTargets), renderTargetInfoComparer);
  281. for (auto& camerasPerTarget : mRenderTargets)
  282. {
  283. Vector<const CameraCore*>& cameras = camerasPerTarget.cameras;
  284. std::sort(begin(cameras), end(cameras), cameraComparer);
  285. }
  286. }
  287. void RenderBeast::_notifyCameraRemoved(const CameraCore* camera)
  288. {
  289. mCameraData.erase(camera);
  290. // Remove from render target list
  291. for (auto iterTarget = mRenderTargets.begin(); iterTarget != mRenderTargets.end(); ++iterTarget)
  292. {
  293. RenderTargetData& target = *iterTarget;
  294. for (auto iterCam = target.cameras.begin(); iterCam != target.cameras.end(); ++iterCam)
  295. {
  296. if (camera == *iterCam)
  297. {
  298. target.cameras.erase(iterCam);
  299. break;
  300. }
  301. }
  302. if (target.cameras.empty())
  303. {
  304. mRenderTargets.erase(iterTarget);
  305. break;
  306. }
  307. }
  308. }
  309. void RenderBeast::setOptions(const SPtr<CoreRendererOptions>& options)
  310. {
  311. mOptions = std::static_pointer_cast<RenderBeastOptions>(options);
  312. mOptionsDirty = true;
  313. }
  314. SPtr<CoreRendererOptions> RenderBeast::getOptions() const
  315. {
  316. return mOptions;
  317. }
  318. void RenderBeast::renderAll()
  319. {
  320. // Sync all dirty sim thread CoreObject data to core thread
  321. CoreObjectManager::instance().syncToCore(gCoreAccessor());
  322. if (mOptionsDirty)
  323. {
  324. gCoreAccessor().queueCommand(std::bind(&RenderBeast::syncRenderOptions, this, *mOptions));
  325. mOptionsDirty = false;
  326. }
  327. gCoreAccessor().queueCommand(std::bind(&RenderBeast::renderAllCore, this, gTime().getTime()));
  328. }
  329. void RenderBeast::syncRenderOptions(const RenderBeastOptions& options)
  330. {
  331. bool filteringChanged = mCoreOptions->filtering != options.filtering;
  332. if (options.filtering == RenderBeastFiltering::Anisotropic)
  333. filteringChanged |= mCoreOptions->anisotropyMax != options.anisotropyMax;
  334. if (filteringChanged)
  335. refreshSamplerOverrides(true);
  336. *mCoreOptions = options;
  337. for (auto& cameraData : mCameraData)
  338. {
  339. cameraData.second.opaqueQueue->setStateReduction(mCoreOptions->stateReductionMode);
  340. StateReduction transparentStateReduction = mCoreOptions->stateReductionMode;
  341. if (transparentStateReduction == StateReduction::Material)
  342. transparentStateReduction = StateReduction::Distance; // Transparent object MUST be sorted by distance
  343. cameraData.second.transparentQueue->setStateReduction(transparentStateReduction);
  344. }
  345. }
  346. void RenderBeast::renderAllCore(float time)
  347. {
  348. THROW_IF_NOT_CORE_THREAD;
  349. // Note: I'm iterating over all sampler states every frame. If this ends up being a performance
  350. // issue consider handling this internally in MaterialCore which can only do it when sampler states
  351. // are actually modified after sync
  352. refreshSamplerOverrides();
  353. // Update global per-frame hardware buffers
  354. mStaticHandler->updatePerFrameBuffers(time);
  355. // Generate render queues per camera
  356. for (auto& cameraData : mCameraData)
  357. {
  358. const CameraCore* camera = cameraData.first;
  359. determineVisible(*camera);
  360. }
  361. // Render everything, target by target
  362. for (auto& renderTargetData : mRenderTargets)
  363. {
  364. SPtr<RenderTargetCore> target = renderTargetData.target;
  365. Vector<const CameraCore*>& cameras = renderTargetData.cameras;
  366. RenderAPICore::instance().beginFrame();
  367. //UINT32 numCameras = (UINT32)cameras.size();
  368. //for (UINT32 i = 0; i < numCameras; i++)
  369. // render(renderTargetData, i);
  370. // BEGIN OLD STUFF
  371. RenderAPICore::instance().setRenderTarget(target);
  372. for(auto& camera : cameras)
  373. {
  374. SPtr<ViewportCore> viewport = camera->getViewport();
  375. RenderAPICore::instance().setViewport(viewport->getNormArea());
  376. UINT32 clearBuffers = 0;
  377. if(viewport->getRequiresColorClear())
  378. clearBuffers |= FBT_COLOR;
  379. if(viewport->getRequiresDepthClear())
  380. clearBuffers |= FBT_DEPTH;
  381. if(viewport->getRequiresStencilClear())
  382. clearBuffers |= FBT_STENCIL;
  383. if(clearBuffers != 0)
  384. RenderAPICore::instance().clearViewport(clearBuffers, viewport->getClearColor(), viewport->getClearDepthValue(), viewport->getClearStencilValue());
  385. renderOLD(*camera);
  386. }
  387. // END OLD STUFF
  388. RenderAPICore::instance().endFrame();
  389. RenderAPICore::instance().swapBuffers(target);
  390. }
  391. }
  392. void RenderBeast::render(RenderTargetData& rtData, UINT32 camIdx)
  393. {
  394. const CameraCore* camera = rtData.cameras[camIdx];
  395. CameraData& camData = mCameraData[camera];
  396. SPtr<ViewportCore> viewport = camera->getViewport();
  397. CameraShaderData cameraShaderData = getCameraShaderData(*camera);
  398. mStaticHandler->updatePerCameraBuffers(cameraShaderData);
  399. // Render scene objects to g-buffer if there are any
  400. const Vector<RenderQueueElement>& opaqueElements = camData.opaqueQueue->getSortedElements();
  401. bool hasGBuffer = opaqueElements.size() > 0;
  402. if (hasGBuffer)
  403. {
  404. bool createGBuffer = camData.gbuffer == nullptr ||
  405. camData.gbuffer->getHDR() != mCoreOptions->hdr ||
  406. camData.gbuffer->getNumSamples() != mCoreOptions->msaa;
  407. if (createGBuffer)
  408. camData.gbuffer = RenderTargets::create(*viewport, mCoreOptions->hdr, mCoreOptions->msaa);
  409. camData.gbuffer->bind();
  410. UINT32 clearBuffers = 0;
  411. if (viewport->getRequiresColorClear())
  412. clearBuffers |= FBT_COLOR;
  413. if (viewport->getRequiresDepthClear())
  414. clearBuffers |= FBT_DEPTH;
  415. if (viewport->getRequiresStencilClear())
  416. clearBuffers |= FBT_STENCIL;
  417. if (clearBuffers != 0)
  418. RenderAPICore::instance().clearViewport(clearBuffers, viewport->getClearColor(), viewport->getClearDepthValue(), viewport->getClearStencilValue());
  419. for (auto iter = opaqueElements.begin(); iter != opaqueElements.end(); ++iter)
  420. {
  421. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  422. SPtr<MaterialCore> material = renderElem->material;
  423. UINT32 rendererId = renderElem->renderableId;
  424. Matrix4 worldViewProjMatrix = cameraShaderData.viewProj * mRenderableShaderData[rendererId].worldTransform;
  425. mStaticHandler->updatePerObjectBuffers(*renderElem, mRenderableShaderData[rendererId], worldViewProjMatrix);
  426. mStaticHandler->bindGlobalBuffers(*renderElem); // Note: If I can keep global buffer slot indexes the same between shaders I could only bind these once
  427. mStaticHandler->bindPerObjectBuffers(*renderElem);
  428. if (iter->applyPass)
  429. {
  430. SPtr<PassCore> pass = material->getPass(iter->passIdx);
  431. setPass(pass);
  432. }
  433. SPtr<PassParametersCore> passParams = material->getPassParameters(iter->passIdx);
  434. if (renderElem->samplerOverrides != nullptr)
  435. setPassParams(passParams, &renderElem->samplerOverrides->passes[iter->passIdx]);
  436. else
  437. setPassParams(passParams, nullptr);
  438. gRendererUtility().draw(iter->renderElem->mesh, iter->renderElem->subMesh);
  439. }
  440. camData.gbuffer->unbind();
  441. }
  442. else
  443. camData.gbuffer = nullptr;
  444. // Prepare final render target
  445. SPtr<RenderTargetCore> target = rtData.target;
  446. // If first camera in render target, prepare the render target
  447. if (camIdx == 0)
  448. {
  449. RenderAPICore::instance().setRenderTarget(target);
  450. RenderAPICore::instance().setViewport(viewport->getNormArea());
  451. UINT32 clearBuffers = 0;
  452. if (viewport->getRequiresColorClear())
  453. clearBuffers |= FBT_COLOR;
  454. if (viewport->getRequiresDepthClear())
  455. clearBuffers |= FBT_DEPTH;
  456. if (viewport->getRequiresStencilClear())
  457. clearBuffers |= FBT_STENCIL;
  458. if (clearBuffers != 0)
  459. RenderAPICore::instance().clearViewport(clearBuffers, viewport->getClearColor(), viewport->getClearDepthValue(), viewport->getClearStencilValue());
  460. }
  461. // Trigger pre-scene callbacks
  462. auto iterCameraCallbacks = mRenderCallbacks.find(camera);
  463. if (iterCameraCallbacks != mRenderCallbacks.end())
  464. {
  465. for (auto& callbackPair : iterCameraCallbacks->second)
  466. {
  467. if (callbackPair.first >= 0)
  468. break;
  469. callbackPair.second();
  470. }
  471. }
  472. // Render lights and resolve gbuffer if there is one
  473. if (hasGBuffer)
  474. {
  475. // TODO - Need to handle a case when GBuffer has MSAA but scene target has not
  476. SPtr<MaterialCore> dirMaterial = mDirLightMat->getMaterial();
  477. SPtr<PassCore> dirPass = dirMaterial->getPass(0);
  478. setPass(dirPass);
  479. mDirLightMat->setGBuffer(camData.gbuffer);
  480. for (auto& light : mDirectionalLights)
  481. {
  482. if (!light.internal->getIsActive())
  483. continue;
  484. mDirLightMat->setParameters(light.internal);
  485. gRendererUtility().drawScreenQuad(*viewport);
  486. }
  487. SPtr<MaterialCore> pointMaterial = mPointLightMat->getMaterial();
  488. SPtr<PassCore> pointPass = pointMaterial->getPass(0);
  489. setPass(pointPass);
  490. mPointLightMat->setGBuffer(camData.gbuffer);
  491. // TODO - Cull lights based on visibility, right now I just iterate over all of them.
  492. for (auto& light : mPointLights)
  493. {
  494. if (!light.internal->getIsActive())
  495. continue;
  496. mPointLightMat->setParameters(light.internal);
  497. SPtr<MeshCore> mesh = light.internal->getMesh();
  498. gRendererUtility().draw(mesh, mesh->getProperties().getSubMesh(0));
  499. }
  500. // TODO - Resolve to render target if it was MSAA (Later: Manual resolve during deferred light pass?)
  501. }
  502. // Render transparent objects (TODO - No lighting yet)
  503. const Vector<RenderQueueElement>& transparentElements = camData.transparentQueue->getSortedElements();
  504. for (auto iter = transparentElements.begin(); iter != transparentElements.end(); ++iter)
  505. {
  506. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  507. SPtr<MaterialCore> material = renderElem->material;
  508. UINT32 rendererId = renderElem->renderableId;
  509. Matrix4 worldViewProjMatrix = cameraShaderData.viewProj * mRenderableShaderData[rendererId].worldTransform;
  510. mStaticHandler->updatePerObjectBuffers(*renderElem, mRenderableShaderData[rendererId], worldViewProjMatrix);
  511. mStaticHandler->bindGlobalBuffers(*renderElem); // Note: If I can keep global buffer slot indexes the same between shaders I could only bind these once
  512. mStaticHandler->bindPerObjectBuffers(*renderElem);
  513. if (iter->applyPass)
  514. {
  515. SPtr<PassCore> pass = material->getPass(iter->passIdx);
  516. setPass(pass);
  517. }
  518. SPtr<PassParametersCore> passParams = material->getPassParameters(iter->passIdx);
  519. if (renderElem->samplerOverrides != nullptr)
  520. setPassParams(passParams, &renderElem->samplerOverrides->passes[iter->passIdx]);
  521. else
  522. setPassParams(passParams, nullptr);
  523. gRendererUtility().draw(iter->renderElem->mesh, iter->renderElem->subMesh);
  524. }
  525. camData.opaqueQueue->clear();
  526. camData.transparentQueue->clear();
  527. // Render post-scene callbacks
  528. if (iterCameraCallbacks != mRenderCallbacks.end())
  529. {
  530. for (auto& callbackPair : iterCameraCallbacks->second)
  531. {
  532. if (callbackPair.first < 0)
  533. continue;
  534. callbackPair.second();
  535. }
  536. }
  537. }
  538. void RenderBeast::renderOLD(const CameraCore& camera)
  539. {
  540. THROW_IF_NOT_CORE_THREAD;
  541. RenderAPICore& rs = RenderAPICore::instance();
  542. CameraData& cameraData = mCameraData[&camera];
  543. CameraShaderData cameraShaderData = getCameraShaderData(camera);
  544. // Trigger pre-render callbacks
  545. auto iterCameraCallbacks = mRenderCallbacks.find(&camera);
  546. if (iterCameraCallbacks != mRenderCallbacks.end())
  547. {
  548. for (auto& callbackPair : iterCameraCallbacks->second)
  549. {
  550. if (callbackPair.first >= 0)
  551. break;
  552. callbackPair.second();
  553. }
  554. }
  555. // Render opaque
  556. //// Update global per-frame hardware buffers
  557. mStaticHandler->updatePerCameraBuffers(cameraShaderData);
  558. // TODO - This bit can be removed once I fully switch to deferred
  559. const Vector<RenderQueueElement>& opaqueElements = cameraData.opaqueQueue->getSortedElements();
  560. for(auto iter = opaqueElements.begin(); iter != opaqueElements.end(); ++iter)
  561. {
  562. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  563. SPtr<MaterialCore> material = renderElem->material;
  564. UINT32 rendererId = renderElem->renderableId;
  565. Matrix4 worldViewProjMatrix = cameraShaderData.viewProj * mRenderableShaderData[rendererId].worldTransform;
  566. mStaticHandler->updatePerObjectBuffers(*renderElem, mRenderableShaderData[rendererId], worldViewProjMatrix);
  567. mStaticHandler->bindGlobalBuffers(*renderElem); // Note: If I can keep global buffer slot indexes the same between shaders I could only bind these once
  568. mStaticHandler->bindPerObjectBuffers(*renderElem);
  569. if (iter->applyPass)
  570. {
  571. SPtr<PassCore> pass = material->getPass(iter->passIdx);
  572. setPass(pass);
  573. }
  574. {
  575. SPtr<PassParametersCore> passParams = material->getPassParameters(iter->passIdx);
  576. if (renderElem->samplerOverrides != nullptr)
  577. setPassParams(passParams, &renderElem->samplerOverrides->passes[iter->passIdx]);
  578. else
  579. setPassParams(passParams, nullptr);
  580. }
  581. gRendererUtility().draw(iter->renderElem->mesh, iter->renderElem->subMesh);
  582. }
  583. // Render transparent
  584. const Vector<RenderQueueElement>& transparentElements = cameraData.transparentQueue->getSortedElements();
  585. for (auto iter = transparentElements.begin(); iter != transparentElements.end(); ++iter)
  586. {
  587. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  588. SPtr<MaterialCore> material = renderElem->material;
  589. UINT32 rendererId = renderElem->renderableId;
  590. Matrix4 worldViewProjMatrix = cameraShaderData.viewProj * mRenderableShaderData[rendererId].worldTransform;
  591. mStaticHandler->updatePerObjectBuffers(*renderElem, mRenderableShaderData[rendererId], worldViewProjMatrix);
  592. mStaticHandler->bindGlobalBuffers(*renderElem); // Note: If I can keep global buffer slot indexes the same between shaders I could only bind these once
  593. mStaticHandler->bindPerObjectBuffers(*renderElem);
  594. if (iter->applyPass)
  595. {
  596. SPtr<PassCore> pass = material->getPass(iter->passIdx);
  597. setPass(pass);
  598. }
  599. SPtr<PassParametersCore> passParams = material->getPassParameters(iter->passIdx);
  600. if (renderElem->samplerOverrides != nullptr)
  601. setPassParams(passParams, &renderElem->samplerOverrides->passes[iter->passIdx]);
  602. else
  603. setPassParams(passParams, nullptr);
  604. gRendererUtility().draw(iter->renderElem->mesh, iter->renderElem->subMesh);
  605. }
  606. cameraData.opaqueQueue->clear();
  607. cameraData.transparentQueue->clear();
  608. // Trigger post-render callbacks
  609. if (iterCameraCallbacks != mRenderCallbacks.end())
  610. {
  611. for (auto& callbackPair : iterCameraCallbacks->second)
  612. {
  613. if (callbackPair.first < 0)
  614. continue;
  615. callbackPair.second();
  616. }
  617. }
  618. }
  619. void RenderBeast::determineVisible(const CameraCore& camera)
  620. {
  621. CameraData& cameraData = mCameraData[&camera];
  622. UINT64 cameraLayers = camera.getLayers();
  623. ConvexVolume worldFrustum = camera.getWorldFrustum();
  624. // Update per-object param buffers and queue render elements
  625. for (auto& renderableData : mRenderables)
  626. {
  627. RenderableCore* renderable = renderableData.renderable;
  628. RenderableHandler* controller = renderableData.controller;
  629. UINT32 renderableType = renderable->getRenderableType();
  630. UINT32 rendererId = renderable->getRendererId();
  631. if ((renderable->getLayer() & cameraLayers) == 0)
  632. continue;
  633. // Do frustum culling
  634. // TODO - This is bound to be a bottleneck at some point. When it is ensure that intersect
  635. // methods use vector operations, as it is trivial to update them.
  636. const Sphere& boundingSphere = mWorldBounds[rendererId].getSphere();
  637. if (worldFrustum.intersects(boundingSphere))
  638. {
  639. // More precise with the box
  640. const AABox& boundingBox = mWorldBounds[rendererId].getBox();
  641. if (worldFrustum.intersects(boundingBox))
  642. {
  643. float distanceToCamera = (camera.getPosition() - boundingBox.getCenter()).length();
  644. for (auto& renderElem : renderableData.elements)
  645. {
  646. bool isTransparent = (renderElem.material->getShader()->getFlags() & (UINT32)ShaderFlags::Transparent) != 0;
  647. if (isTransparent)
  648. cameraData.transparentQueue->add(&renderElem, distanceToCamera);
  649. else
  650. cameraData.opaqueQueue->add(&renderElem, distanceToCamera);
  651. }
  652. }
  653. }
  654. }
  655. cameraData.opaqueQueue->sort();
  656. cameraData.transparentQueue->sort();
  657. }
  658. Vector2 RenderBeast::getDeviceZTransform(const Matrix4& projMatrix)
  659. {
  660. Vector2 output;
  661. output.x = 1.0f / projMatrix[2][2];
  662. output.y = projMatrix[2][3] / projMatrix[2][2];
  663. return output;
  664. }
  665. CameraShaderData RenderBeast::getCameraShaderData(const CameraCore& camera)
  666. {
  667. CameraShaderData data;
  668. data.proj = camera.getProjectionMatrixRS();
  669. data.view = camera.getViewMatrix();
  670. data.viewProj = data.proj * data.view;
  671. data.invProj = data.proj.inverse();
  672. data.viewDir = camera.getForward();
  673. data.viewOrigin = camera.getPosition();
  674. data.deviceZToWorldZ = getDeviceZTransform(data.proj);
  675. SPtr<ViewportCore> viewport = camera.getViewport();
  676. SPtr<RenderTargetCore> rt = viewport->getTarget();
  677. float halfWidth = viewport->getWidth() / 2.0f;
  678. float halfHeight = viewport->getHeight() / 2.0f;
  679. float rtWidth = (float)rt->getProperties().getWidth();
  680. float rtHeight = (float)rt->getProperties().getHeight();
  681. RenderAPICore& rapi = RenderAPICore::instance();
  682. data.clipToUVScaleOffset.x = (halfWidth / 2.0f) / rtWidth;
  683. data.clipToUVScaleOffset.y = (halfHeight / 2.0f) / rtHeight;
  684. data.clipToUVScaleOffset.z = (viewport->getX() + halfWidth + rapi.getHorizontalTexelOffset()) / rtWidth;
  685. data.clipToUVScaleOffset.w = (viewport->getY() + halfHeight + rapi.getHorizontalTexelOffset()) / rtHeight;
  686. return data;
  687. }
  688. void RenderBeast::refreshSamplerOverrides(bool force)
  689. {
  690. for (auto& entry : mSamplerOverrides)
  691. {
  692. SPtr<MaterialCore> material = entry.first;
  693. if (force)
  694. {
  695. SamplerOverrideUtility::destroySamplerOverrides(entry.second);
  696. entry.second = SamplerOverrideUtility::generateSamplerOverrides(material, mCoreOptions);
  697. }
  698. else
  699. {
  700. MaterialSamplerOverrides* materialOverrides = entry.second;
  701. UINT32 numPasses = material->getNumPasses();
  702. assert(numPasses == materialOverrides->numPasses);
  703. for (UINT32 i = 0; i < numPasses; i++)
  704. {
  705. SPtr<PassParametersCore> passParams = material->getPassParameters(i);
  706. PassSamplerOverrides& passOverrides = materialOverrides->passes[i];
  707. for (UINT32 j = 0; j < PassParametersCore::NUM_PARAMS; j++)
  708. {
  709. StageSamplerOverrides& stageOverrides = passOverrides.stages[j];
  710. SPtr<GpuParamsCore> params = passParams->getParamByIdx(j);
  711. if (params == nullptr)
  712. continue;
  713. const GpuParamDesc& paramDesc = params->getParamDesc();
  714. for (auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  715. {
  716. UINT32 slot = iter->second.slot;
  717. SPtr<SamplerStateCore> samplerState = params->getSamplerState(slot);
  718. assert(stageOverrides.numStates > slot);
  719. if (samplerState != stageOverrides.stateOverrides[slot])
  720. {
  721. if (samplerState != nullptr)
  722. stageOverrides.stateOverrides[slot] = SamplerOverrideUtility::generateSamplerOverride(samplerState, mCoreOptions);
  723. else
  724. stageOverrides.stateOverrides[slot] = SamplerOverrideUtility::generateSamplerOverride(SamplerStateCore::getDefault(), mCoreOptions);;
  725. }
  726. }
  727. }
  728. }
  729. }
  730. }
  731. }
  732. void RenderBeast::setPass(const SPtr<PassCore>& pass)
  733. {
  734. THROW_IF_NOT_CORE_THREAD;
  735. RenderAPICore& rs = RenderAPICore::instance();
  736. struct StageData
  737. {
  738. GpuProgramType type;
  739. bool enable;
  740. SPtr<GpuProgramCore> program;
  741. };
  742. const UINT32 numStages = 6;
  743. StageData stages[numStages] =
  744. {
  745. { GPT_VERTEX_PROGRAM, pass->hasVertexProgram(), pass->getVertexProgram() },
  746. { GPT_FRAGMENT_PROGRAM, pass->hasFragmentProgram(), pass->getFragmentProgram() },
  747. { GPT_GEOMETRY_PROGRAM, pass->hasGeometryProgram(), pass->getGeometryProgram() },
  748. { GPT_HULL_PROGRAM, pass->hasHullProgram(), pass->getHullProgram() },
  749. { GPT_DOMAIN_PROGRAM, pass->hasDomainProgram(), pass->getDomainProgram() },
  750. { GPT_COMPUTE_PROGRAM, pass->hasComputeProgram(), pass->getComputeProgram() }
  751. };
  752. for (UINT32 i = 0; i < numStages; i++)
  753. {
  754. const StageData& stage = stages[i];
  755. if (stage.enable)
  756. rs.bindGpuProgram(stage.program);
  757. else
  758. rs.unbindGpuProgram(stage.type);
  759. }
  760. // Set up non-texture related pass settings
  761. if (pass->getBlendState() != nullptr)
  762. rs.setBlendState(pass->getBlendState());
  763. else
  764. rs.setBlendState(BlendStateCore::getDefault());
  765. if (pass->getDepthStencilState() != nullptr)
  766. rs.setDepthStencilState(pass->getDepthStencilState(), pass->getStencilRefValue());
  767. else
  768. rs.setDepthStencilState(DepthStencilStateCore::getDefault(), pass->getStencilRefValue());
  769. if (pass->getRasterizerState() != nullptr)
  770. rs.setRasterizerState(pass->getRasterizerState());
  771. else
  772. rs.setRasterizerState(RasterizerStateCore::getDefault());
  773. }
  774. void RenderBeast::setPassParams(const SPtr<PassParametersCore>& passParams, const PassSamplerOverrides* samplerOverrides)
  775. {
  776. THROW_IF_NOT_CORE_THREAD;
  777. RenderAPICore& rs = RenderAPICore::instance();
  778. struct StageData
  779. {
  780. GpuProgramType type;
  781. SPtr<GpuParamsCore> params;
  782. };
  783. const UINT32 numStages = 6;
  784. StageData stages[numStages] =
  785. {
  786. { GPT_VERTEX_PROGRAM, passParams->mVertParams },
  787. { GPT_FRAGMENT_PROGRAM, passParams->mFragParams },
  788. { GPT_GEOMETRY_PROGRAM, passParams->mGeomParams },
  789. { GPT_HULL_PROGRAM, passParams->mHullParams },
  790. { GPT_DOMAIN_PROGRAM, passParams->mDomainParams },
  791. { GPT_COMPUTE_PROGRAM, passParams->mComputeParams }
  792. };
  793. for (UINT32 i = 0; i < numStages; i++)
  794. {
  795. const StageData& stage = stages[i];
  796. SPtr<GpuParamsCore> params = stage.params;
  797. if (params == nullptr)
  798. continue;
  799. const GpuParamDesc& paramDesc = params->getParamDesc();
  800. for (auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  801. {
  802. SPtr<SamplerStateCore> samplerState;
  803. if (samplerOverrides != nullptr)
  804. samplerState = samplerOverrides->stages[i].stateOverrides[iter->second.slot];
  805. else
  806. samplerState = params->getSamplerState(iter->second.slot);
  807. if (samplerState == nullptr)
  808. rs.setSamplerState(stage.type, iter->second.slot, SamplerStateCore::getDefault());
  809. else
  810. rs.setSamplerState(stage.type, iter->second.slot, samplerState);
  811. }
  812. for (auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
  813. {
  814. SPtr<TextureCore> texture = params->getTexture(iter->second.slot);
  815. if (!params->isLoadStoreTexture(iter->second.slot))
  816. {
  817. if (texture == nullptr)
  818. rs.setTexture(stage.type, iter->second.slot, false, nullptr);
  819. else
  820. rs.setTexture(stage.type, iter->second.slot, true, texture);
  821. }
  822. else
  823. {
  824. const TextureSurface& surface = params->getLoadStoreSurface(iter->second.slot);
  825. if (texture == nullptr)
  826. rs.setLoadStoreTexture(stage.type, iter->second.slot, false, nullptr, surface);
  827. else
  828. rs.setLoadStoreTexture(stage.type, iter->second.slot, true, texture, surface);
  829. }
  830. }
  831. rs.setConstantBuffers(stage.type, params);
  832. }
  833. }
  834. }