BsRenderBeast.cpp 32 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 "BsLightRendering.h"
  37. using namespace std::placeholders;
  38. namespace BansheeEngine
  39. {
  40. /** Basic shader that is used when no other is available. */
  41. class DefaultMaterial : public RendererMaterial<DefaultMaterial> { RMAT_DEF("Default.bsl"); };
  42. /** Basic shader that is used when no other is available, and the rendered mesh has no normal information. */
  43. class DefaultMaterialNoNormal : public RendererMaterial<DefaultMaterialNoNormal> { RMAT_DEF("DefaultNoNormal.bsl"); };
  44. RenderBeast::RenderBeast()
  45. :mOptions(bs_shared_ptr_new<RenderBeastOptions>()), mOptionsDirty(true), mStaticHandler(nullptr)
  46. {
  47. }
  48. const StringID& RenderBeast::getName() const
  49. {
  50. static StringID name = "RenderBeast";
  51. return name;
  52. }
  53. void RenderBeast::_onActivated()
  54. {
  55. CoreRenderer::_onActivated();
  56. gCoreAccessor().queueCommand(std::bind(&RenderBeast::initializeCore, this));
  57. }
  58. void RenderBeast::_onDeactivated()
  59. {
  60. CoreRenderer::_onDeactivated();
  61. gCoreAccessor().queueCommand(std::bind(&RenderBeast::destroyCore, this));
  62. gCoreAccessor().submitToCoreThread(true);
  63. }
  64. void RenderBeast::initializeCore()
  65. {
  66. mCoreOptions = bs_shared_ptr_new<RenderBeastOptions>();
  67. mStaticHandler = bs_new<StaticRenderableHandler>();
  68. RenderTexturePool::startUp();
  69. }
  70. void RenderBeast::destroyCore()
  71. {
  72. if (mStaticHandler != nullptr)
  73. bs_delete(mStaticHandler);
  74. mRenderTargets.clear();
  75. mCameraData.clear();
  76. mRenderables.clear();
  77. RenderTexturePool::shutDown();
  78. assert(mSamplerOverrides.empty());
  79. }
  80. void RenderBeast::_notifyRenderableAdded(RenderableCore* renderable)
  81. {
  82. UINT32 renderableId = (UINT32)mRenderables.size();
  83. renderable->setRendererId(renderableId);
  84. mRenderables.push_back(RenderableData());
  85. mRenderableShaderData.push_back(RenderableShaderData());
  86. mWorldBounds.push_back(renderable->getBounds());
  87. RenderableData& renderableData = mRenderables.back();
  88. renderableData.renderable = renderable;
  89. RenderableShaderData& shaderData = mRenderableShaderData.back();
  90. shaderData.worldTransform = renderable->getTransform();
  91. shaderData.invWorldTransform = shaderData.worldTransform.inverseAffine();
  92. shaderData.worldNoScaleTransform = renderable->getTransformNoScale();
  93. shaderData.invWorldNoScaleTransform = shaderData.worldNoScaleTransform.inverseAffine();
  94. shaderData.worldDeterminantSign = shaderData.worldTransform.determinant3x3() >= 0.0f ? 1.0f : -1.0f;
  95. if (renderable->getRenderableType() == RenType_LitTextured)
  96. renderableData.controller = mStaticHandler;
  97. else
  98. renderableData.controller = nullptr;
  99. SPtr<MeshCore> mesh = renderable->getMesh();
  100. if (mesh != nullptr)
  101. {
  102. const MeshProperties& meshProps = mesh->getProperties();
  103. for (UINT32 i = 0; i < meshProps.getNumSubMeshes(); i++)
  104. {
  105. renderableData.elements.push_back(BeastRenderableElement());
  106. BeastRenderableElement& renElement = renderableData.elements.back();
  107. renElement.mesh = mesh;
  108. renElement.subMesh = meshProps.getSubMesh(i);
  109. renElement.renderableId = renderableId;
  110. renElement.material = renderable->getMaterial(i);
  111. if (renElement.material == nullptr)
  112. renElement.material = renderable->getMaterial(0);
  113. if (renElement.material == nullptr)
  114. {
  115. SPtr<VertexData> vertexData = mesh->getVertexData();
  116. const VertexDeclarationProperties& vertexProps = vertexData->vertexDeclaration->getProperties();
  117. if (vertexProps.findElementBySemantic(VES_NORMAL))
  118. renElement.material = DefaultMaterial::instance.getMaterial();
  119. else
  120. renElement.material = DefaultMaterialNoNormal::instance.getMaterial();
  121. }
  122. auto iterFind = mSamplerOverrides.find(renElement.material);
  123. if (iterFind != mSamplerOverrides.end())
  124. {
  125. renElement.samplerOverrides = iterFind->second;
  126. iterFind->second->refCount++;
  127. }
  128. else
  129. {
  130. MaterialSamplerOverrides* samplerOverrides = SamplerOverrideUtility::generateSamplerOverrides(renElement.material, mCoreOptions);
  131. mSamplerOverrides[renElement.material] = samplerOverrides;
  132. renElement.samplerOverrides = samplerOverrides;
  133. samplerOverrides->refCount++;
  134. }
  135. if (renderableData.controller != nullptr)
  136. renderableData.controller->initializeRenderElem(renElement);
  137. }
  138. }
  139. }
  140. void RenderBeast::_notifyRenderableRemoved(RenderableCore* renderable)
  141. {
  142. UINT32 renderableId = renderable->getRendererId();
  143. RenderableCore* lastRenerable = mRenderables.back().renderable;
  144. UINT32 lastRenderableId = lastRenerable->getRendererId();
  145. Vector<BeastRenderableElement>& elements = mRenderables[renderableId].elements;
  146. for (auto& element : elements)
  147. {
  148. auto iterFind = mSamplerOverrides.find(element.material);
  149. assert(iterFind != mSamplerOverrides.end());
  150. MaterialSamplerOverrides* samplerOverrides = iterFind->second;
  151. samplerOverrides->refCount--;
  152. if (samplerOverrides->refCount == 0)
  153. {
  154. SamplerOverrideUtility::destroySamplerOverrides(samplerOverrides);
  155. mSamplerOverrides.erase(iterFind);
  156. }
  157. element.samplerOverrides = nullptr;
  158. }
  159. if (renderableId != lastRenderableId)
  160. {
  161. // Swap current last element with the one we want to erase
  162. std::swap(mRenderables[renderableId], mRenderables[lastRenderableId]);
  163. std::swap(mWorldBounds[renderableId], mWorldBounds[lastRenderableId]);
  164. std::swap(mRenderableShaderData[renderableId], mRenderableShaderData[lastRenderableId]);
  165. lastRenerable->setRendererId(renderableId);
  166. Vector<BeastRenderableElement>& lastRenderableElements = mRenderables[renderableId].elements;
  167. for (auto& element : elements)
  168. element.renderableId = renderableId;
  169. }
  170. // Last element is the one we want to erase
  171. mRenderables.erase(mRenderables.end() - 1);
  172. mWorldBounds.erase(mWorldBounds.end() - 1);
  173. mRenderableShaderData.erase(mRenderableShaderData.end() - 1);
  174. }
  175. void RenderBeast::_notifyRenderableUpdated(RenderableCore* renderable)
  176. {
  177. UINT32 renderableId = renderable->getRendererId();
  178. RenderableShaderData& shaderData = mRenderableShaderData[renderableId];
  179. shaderData.worldTransform = renderable->getTransform();
  180. shaderData.invWorldTransform = shaderData.worldTransform.inverseAffine();
  181. shaderData.worldNoScaleTransform = renderable->getTransformNoScale();
  182. shaderData.invWorldNoScaleTransform = shaderData.worldNoScaleTransform.inverseAffine();
  183. shaderData.worldDeterminantSign = shaderData.worldTransform.determinant3x3() >= 0.0f ? 1.0f : -1.0f;
  184. mWorldBounds[renderableId] = renderable->getBounds();
  185. }
  186. void RenderBeast::_notifyLightAdded(LightCore* light)
  187. {
  188. if (light->getType() == LightType::Directional)
  189. {
  190. UINT32 lightId = (UINT32)mDirectionalLights.size();
  191. light->setRendererId(lightId);
  192. mDirectionalLights.push_back(LightData());
  193. LightData& lightData = mDirectionalLights.back();
  194. lightData.internal = light;
  195. }
  196. else
  197. {
  198. UINT32 lightId = (UINT32)mPointLights.size();
  199. light->setRendererId(lightId);
  200. mPointLights.push_back(LightData());
  201. mLightWorldBounds.push_back(light->getBounds());
  202. LightData& lightData = mPointLights.back();
  203. lightData.internal = light;
  204. }
  205. }
  206. void RenderBeast::_notifyLightUpdated(LightCore* light)
  207. {
  208. UINT32 lightId = light->getRendererId();
  209. if (light->getType() != LightType::Directional)
  210. mLightWorldBounds[lightId] = light->getBounds();
  211. }
  212. void RenderBeast::_notifyLightRemoved(LightCore* light)
  213. {
  214. UINT32 lightId = light->getRendererId();
  215. if (light->getType() == LightType::Directional)
  216. {
  217. LightCore* lastLight = mDirectionalLights.back().internal;
  218. UINT32 lastLightId = lastLight->getRendererId();
  219. if (lightId != lastLightId)
  220. {
  221. // Swap current last element with the one we want to erase
  222. std::swap(mDirectionalLights[lightId], mDirectionalLights[lastLightId]);
  223. lastLight->setRendererId(lightId);
  224. }
  225. // Last element is the one we want to erase
  226. mDirectionalLights.erase(mDirectionalLights.end() - 1);
  227. }
  228. else
  229. {
  230. LightCore* lastLight = mPointLights.back().internal;
  231. UINT32 lastLightId = lastLight->getRendererId();
  232. if (lightId != lastLightId)
  233. {
  234. // Swap current last element with the one we want to erase
  235. std::swap(mPointLights[lightId], mPointLights[lastLightId]);
  236. std::swap(mLightWorldBounds[lightId], mLightWorldBounds[lastLightId]);
  237. lastLight->setRendererId(lightId);
  238. }
  239. // Last element is the one we want to erase
  240. mPointLights.erase(mPointLights.end() - 1);
  241. mLightWorldBounds.erase(mLightWorldBounds.end() - 1);
  242. }
  243. }
  244. void RenderBeast::_notifyCameraAdded(const CameraCore* camera)
  245. {
  246. CameraData& camData = mCameraData[camera];
  247. camData.opaqueQueue = bs_shared_ptr_new<RenderQueue>(mCoreOptions->stateReductionMode);
  248. StateReduction transparentStateReduction = mCoreOptions->stateReductionMode;
  249. if (transparentStateReduction == StateReduction::Material)
  250. transparentStateReduction = StateReduction::Distance; // Transparent object MUST be sorted by distance
  251. camData.transparentQueue = bs_shared_ptr_new<RenderQueue>(transparentStateReduction);
  252. // Register in render target list
  253. SPtr<RenderTargetCore> renderTarget = camera->getViewport()->getTarget();
  254. if (renderTarget == nullptr)
  255. return;
  256. auto findIter = std::find_if(mRenderTargets.begin(), mRenderTargets.end(),
  257. [&](const RenderTargetData& x) { return x.target == renderTarget; });
  258. if (findIter != mRenderTargets.end())
  259. {
  260. findIter->cameras.push_back(camera);
  261. }
  262. else
  263. {
  264. mRenderTargets.push_back(RenderTargetData());
  265. RenderTargetData& renderTargetData = mRenderTargets.back();
  266. renderTargetData.target = renderTarget;
  267. renderTargetData.cameras.push_back(camera);
  268. }
  269. // Sort render targets based on priority
  270. auto cameraComparer = [&](const CameraCore* a, const CameraCore* b) { return a->getPriority() > b->getPriority(); };
  271. auto renderTargetInfoComparer = [&](const RenderTargetData& a, const RenderTargetData& b)
  272. { return a.target->getProperties().getPriority() > b.target->getProperties().getPriority(); };
  273. std::sort(begin(mRenderTargets), end(mRenderTargets), renderTargetInfoComparer);
  274. for (auto& camerasPerTarget : mRenderTargets)
  275. {
  276. Vector<const CameraCore*>& cameras = camerasPerTarget.cameras;
  277. std::sort(begin(cameras), end(cameras), cameraComparer);
  278. }
  279. }
  280. void RenderBeast::_notifyCameraRemoved(const CameraCore* camera)
  281. {
  282. mCameraData.erase(camera);
  283. // Remove from render target list
  284. for (auto iterTarget = mRenderTargets.begin(); iterTarget != mRenderTargets.end(); ++iterTarget)
  285. {
  286. RenderTargetData& target = *iterTarget;
  287. for (auto iterCam = target.cameras.begin(); iterCam != target.cameras.end(); ++iterCam)
  288. {
  289. if (camera == *iterCam)
  290. {
  291. target.cameras.erase(iterCam);
  292. break;
  293. }
  294. }
  295. if (target.cameras.empty())
  296. {
  297. mRenderTargets.erase(iterTarget);
  298. break;
  299. }
  300. }
  301. }
  302. void RenderBeast::setOptions(const SPtr<CoreRendererOptions>& options)
  303. {
  304. mOptions = std::static_pointer_cast<RenderBeastOptions>(options);
  305. mOptionsDirty = true;
  306. }
  307. SPtr<CoreRendererOptions> RenderBeast::getOptions() const
  308. {
  309. return mOptions;
  310. }
  311. void RenderBeast::renderAll()
  312. {
  313. // Sync all dirty sim thread CoreObject data to core thread
  314. CoreObjectManager::instance().syncToCore(gCoreAccessor());
  315. if (mOptionsDirty)
  316. {
  317. gCoreAccessor().queueCommand(std::bind(&RenderBeast::syncRenderOptions, this, *mOptions));
  318. mOptionsDirty = false;
  319. }
  320. gCoreAccessor().queueCommand(std::bind(&RenderBeast::renderAllCore, this, gTime().getTime()));
  321. }
  322. void RenderBeast::syncRenderOptions(const RenderBeastOptions& options)
  323. {
  324. bool filteringChanged = mCoreOptions->filtering != options.filtering;
  325. if (options.filtering == RenderBeastFiltering::Anisotropic)
  326. filteringChanged |= mCoreOptions->anisotropyMax != options.anisotropyMax;
  327. if (filteringChanged)
  328. refreshSamplerOverrides(true);
  329. *mCoreOptions = options;
  330. for (auto& cameraData : mCameraData)
  331. {
  332. cameraData.second.opaqueQueue->setStateReduction(mCoreOptions->stateReductionMode);
  333. StateReduction transparentStateReduction = mCoreOptions->stateReductionMode;
  334. if (transparentStateReduction == StateReduction::Material)
  335. transparentStateReduction = StateReduction::Distance; // Transparent object MUST be sorted by distance
  336. cameraData.second.transparentQueue->setStateReduction(transparentStateReduction);
  337. }
  338. }
  339. void RenderBeast::renderAllCore(float time)
  340. {
  341. THROW_IF_NOT_CORE_THREAD;
  342. // Note: I'm iterating over all sampler states every frame. If this ends up being a performance
  343. // issue consider handling this internally in MaterialCore which can only do it when sampler states
  344. // are actually modified after sync
  345. refreshSamplerOverrides();
  346. // Update global per-frame hardware buffers
  347. mStaticHandler->updatePerFrameBuffers(time);
  348. // Generate render queues per camera
  349. for (auto& cameraData : mCameraData)
  350. {
  351. const CameraCore* camera = cameraData.first;
  352. determineVisible(*camera);
  353. }
  354. // Render everything, target by target
  355. for (auto& renderTargetData : mRenderTargets)
  356. {
  357. SPtr<RenderTargetCore> target = renderTargetData.target;
  358. Vector<const CameraCore*>& cameras = renderTargetData.cameras;
  359. RenderAPICore::instance().beginFrame();
  360. //UINT32 numCameras = (UINT32)cameras.size();
  361. //for (UINT32 i = 0; i < numCameras; i++)
  362. // render(renderTargetData, i);
  363. // BEGIN OLD STUFF
  364. RenderAPICore::instance().setRenderTarget(target);
  365. for(auto& camera : cameras)
  366. {
  367. SPtr<ViewportCore> viewport = camera->getViewport();
  368. RenderAPICore::instance().setViewport(viewport->getNormArea());
  369. UINT32 clearBuffers = 0;
  370. if(viewport->getRequiresColorClear())
  371. clearBuffers |= FBT_COLOR;
  372. if(viewport->getRequiresDepthClear())
  373. clearBuffers |= FBT_DEPTH;
  374. if(viewport->getRequiresStencilClear())
  375. clearBuffers |= FBT_STENCIL;
  376. if(clearBuffers != 0)
  377. RenderAPICore::instance().clearViewport(clearBuffers, viewport->getClearColor(), viewport->getClearDepthValue(), viewport->getClearStencilValue());
  378. renderOLD(*camera);
  379. }
  380. // END OLD STUFF
  381. RenderAPICore::instance().endFrame();
  382. RenderAPICore::instance().swapBuffers(target);
  383. }
  384. }
  385. void RenderBeast::render(RenderTargetData& rtData, UINT32 camIdx)
  386. {
  387. const CameraCore* camera = rtData.cameras[camIdx];
  388. CameraData& camData = mCameraData[camera];
  389. SPtr<ViewportCore> viewport = camera->getViewport();
  390. Matrix4 projMatrix = camera->getProjectionMatrixRS();
  391. Matrix4 viewMatrix = camera->getViewMatrix();
  392. Matrix4 viewProjMatrix = projMatrix * viewMatrix;
  393. mStaticHandler->updatePerCameraBuffers(viewProjMatrix, viewMatrix, projMatrix, camera->getForward());
  394. // Render scene objects to g-buffer if there are any
  395. const Vector<RenderQueueElement>& opaqueElements = camData.opaqueQueue->getSortedElements();
  396. bool hasGBuffer = opaqueElements.size() > 0;
  397. if (hasGBuffer)
  398. {
  399. bool createGBuffer = camData.gbuffer == nullptr ||
  400. camData.gbuffer->getHDR() != mCoreOptions->hdr ||
  401. camData.gbuffer->getNumSamples() != mCoreOptions->msaa;
  402. if (createGBuffer)
  403. camData.gbuffer = RenderTargets::create(*viewport, mCoreOptions->hdr, mCoreOptions->msaa);
  404. camData.gbuffer->bind();
  405. UINT32 clearBuffers = 0;
  406. if (viewport->getRequiresColorClear())
  407. clearBuffers |= FBT_COLOR;
  408. if (viewport->getRequiresDepthClear())
  409. clearBuffers |= FBT_DEPTH;
  410. if (viewport->getRequiresStencilClear())
  411. clearBuffers |= FBT_STENCIL;
  412. if (clearBuffers != 0)
  413. RenderAPICore::instance().clearViewport(clearBuffers, viewport->getClearColor(), viewport->getClearDepthValue(), viewport->getClearStencilValue());
  414. for (auto iter = opaqueElements.begin(); iter != opaqueElements.end(); ++iter)
  415. {
  416. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  417. SPtr<MaterialCore> material = renderElem->material;
  418. UINT32 rendererId = renderElem->renderableId;
  419. Matrix4 worldViewProjMatrix = viewProjMatrix * mRenderableShaderData[rendererId].worldTransform;
  420. mStaticHandler->updatePerObjectBuffers(*renderElem, mRenderableShaderData[rendererId], worldViewProjMatrix);
  421. mStaticHandler->bindGlobalBuffers(*renderElem); // Note: If I can keep global buffer slot indexes the same between shaders I could only bind these once
  422. mStaticHandler->bindPerObjectBuffers(*renderElem);
  423. if (iter->applyPass)
  424. {
  425. SPtr<PassCore> pass = material->getPass(iter->passIdx);
  426. setPass(pass);
  427. }
  428. SPtr<PassParametersCore> passParams = material->getPassParameters(iter->passIdx);
  429. if (renderElem->samplerOverrides != nullptr)
  430. setPassParams(passParams, &renderElem->samplerOverrides->passes[iter->passIdx]);
  431. else
  432. setPassParams(passParams, nullptr);
  433. draw(iter->renderElem->mesh, iter->renderElem->subMesh);
  434. }
  435. }
  436. else
  437. camData.gbuffer = nullptr;
  438. // Prepare final render target
  439. SPtr<RenderTargetCore> target = rtData.target;
  440. // If first camera in render target, prepare the RT
  441. if (camIdx == 0)
  442. {
  443. RenderAPICore::instance().setRenderTarget(target);
  444. RenderAPICore::instance().setViewport(viewport->getNormArea());
  445. UINT32 clearBuffers = 0;
  446. if (viewport->getRequiresColorClear())
  447. clearBuffers |= FBT_COLOR;
  448. if (viewport->getRequiresDepthClear())
  449. clearBuffers |= FBT_DEPTH;
  450. if (viewport->getRequiresStencilClear())
  451. clearBuffers |= FBT_STENCIL;
  452. if (clearBuffers != 0)
  453. RenderAPICore::instance().clearViewport(clearBuffers, viewport->getClearColor(), viewport->getClearDepthValue(), viewport->getClearStencilValue());
  454. }
  455. // Trigger pre-scene callbacks
  456. auto iterCameraCallbacks = mRenderCallbacks.find(camera);
  457. if (iterCameraCallbacks != mRenderCallbacks.end())
  458. {
  459. for (auto& callbackPair : iterCameraCallbacks->second)
  460. {
  461. if (callbackPair.first >= 0)
  462. break;
  463. callbackPair.second();
  464. }
  465. }
  466. // Render lights and resolve gbuffer if there is one
  467. if (hasGBuffer)
  468. {
  469. SPtr<MaterialCore> dirMaterial = DirectionalLightMat::instance.getMaterial();
  470. SPtr<PassCore> dirPass = dirMaterial->getPass(0);
  471. setPass(dirPass);
  472. for (auto& light : mDirectionalLights)
  473. {
  474. if (!light.internal->getIsActive())
  475. continue;
  476. DirectionalLightMat::instance.setParameters(light.internal);
  477. SPtr<MeshCore> mesh = nullptr; // TODO - Get full screen quad
  478. draw(mesh, mesh->getProperties().getSubMesh(0));
  479. }
  480. // TODO - Cull lights based on visibility, right now I just iterate over all of them.
  481. for (auto& light : mPointLights)
  482. {
  483. if (!light.internal->getIsActive())
  484. continue;
  485. PointLightMat::instance.setParameters(light.internal);
  486. SPtr<MeshCore> mesh = light.internal->getMesh();
  487. draw(mesh, mesh->getProperties().getSubMesh(0));
  488. }
  489. // TODO - Resolve to render target (Later: Manual resolve during deferred light pass?)
  490. camData.gbuffer->unbind();
  491. }
  492. // Render transparent objects (TODO - No lighting yet)
  493. const Vector<RenderQueueElement>& transparentElements = camData.transparentQueue->getSortedElements();
  494. for (auto iter = transparentElements.begin(); iter != transparentElements.end(); ++iter)
  495. {
  496. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  497. SPtr<MaterialCore> material = renderElem->material;
  498. UINT32 rendererId = renderElem->renderableId;
  499. Matrix4 worldViewProjMatrix = viewProjMatrix * mRenderableShaderData[rendererId].worldTransform;
  500. mStaticHandler->updatePerObjectBuffers(*renderElem, mRenderableShaderData[rendererId], worldViewProjMatrix);
  501. mStaticHandler->bindGlobalBuffers(*renderElem); // Note: If I can keep global buffer slot indexes the same between shaders I could only bind these once
  502. mStaticHandler->bindPerObjectBuffers(*renderElem);
  503. if (iter->applyPass)
  504. {
  505. SPtr<PassCore> pass = material->getPass(iter->passIdx);
  506. setPass(pass);
  507. }
  508. SPtr<PassParametersCore> passParams = material->getPassParameters(iter->passIdx);
  509. if (renderElem->samplerOverrides != nullptr)
  510. setPassParams(passParams, &renderElem->samplerOverrides->passes[iter->passIdx]);
  511. else
  512. setPassParams(passParams, nullptr);
  513. draw(iter->renderElem->mesh, iter->renderElem->subMesh);
  514. }
  515. camData.opaqueQueue->clear();
  516. camData.transparentQueue->clear();
  517. // Render post-scene callbacks
  518. if (iterCameraCallbacks != mRenderCallbacks.end())
  519. {
  520. for (auto& callbackPair : iterCameraCallbacks->second)
  521. {
  522. if (callbackPair.first < 0)
  523. continue;
  524. callbackPair.second();
  525. }
  526. }
  527. }
  528. void RenderBeast::renderOLD(const CameraCore& camera)
  529. {
  530. THROW_IF_NOT_CORE_THREAD;
  531. RenderAPICore& rs = RenderAPICore::instance();
  532. CameraData& cameraData = mCameraData[&camera];
  533. Matrix4 projMatrix = camera.getProjectionMatrixRS();
  534. Matrix4 viewMatrix = camera.getViewMatrix();
  535. Matrix4 viewProjMatrix = projMatrix * viewMatrix;
  536. // Trigger pre-render callbacks
  537. auto iterCameraCallbacks = mRenderCallbacks.find(&camera);
  538. if (iterCameraCallbacks != mRenderCallbacks.end())
  539. {
  540. for (auto& callbackPair : iterCameraCallbacks->second)
  541. {
  542. if (callbackPair.first >= 0)
  543. break;
  544. callbackPair.second();
  545. }
  546. }
  547. // Render opaque
  548. //// Update global per-frame hardware buffers
  549. mStaticHandler->updatePerCameraBuffers(viewProjMatrix, viewMatrix, projMatrix, camera.getForward());
  550. // TODO - This bit can be removed once I fully switch to deferred
  551. const Vector<RenderQueueElement>& opaqueElements = cameraData.opaqueQueue->getSortedElements();
  552. for(auto iter = opaqueElements.begin(); iter != opaqueElements.end(); ++iter)
  553. {
  554. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  555. SPtr<MaterialCore> material = renderElem->material;
  556. UINT32 rendererId = renderElem->renderableId;
  557. Matrix4 worldViewProjMatrix = viewProjMatrix * mRenderableShaderData[rendererId].worldTransform;
  558. mStaticHandler->updatePerObjectBuffers(*renderElem, mRenderableShaderData[rendererId], worldViewProjMatrix);
  559. mStaticHandler->bindGlobalBuffers(*renderElem); // Note: If I can keep global buffer slot indexes the same between shaders I could only bind these once
  560. mStaticHandler->bindPerObjectBuffers(*renderElem);
  561. if (iter->applyPass)
  562. {
  563. SPtr<PassCore> pass = material->getPass(iter->passIdx);
  564. setPass(pass);
  565. }
  566. {
  567. SPtr<PassParametersCore> passParams = material->getPassParameters(iter->passIdx);
  568. if (renderElem->samplerOverrides != nullptr)
  569. setPassParams(passParams, &renderElem->samplerOverrides->passes[iter->passIdx]);
  570. else
  571. setPassParams(passParams, nullptr);
  572. }
  573. draw(iter->renderElem->mesh, iter->renderElem->subMesh);
  574. }
  575. // Render transparent
  576. const Vector<RenderQueueElement>& transparentElements = cameraData.transparentQueue->getSortedElements();
  577. for (auto iter = transparentElements.begin(); iter != transparentElements.end(); ++iter)
  578. {
  579. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  580. SPtr<MaterialCore> material = renderElem->material;
  581. UINT32 rendererId = renderElem->renderableId;
  582. Matrix4 worldViewProjMatrix = viewProjMatrix * mRenderableShaderData[rendererId].worldTransform;
  583. mStaticHandler->updatePerObjectBuffers(*renderElem, mRenderableShaderData[rendererId], worldViewProjMatrix);
  584. mStaticHandler->bindGlobalBuffers(*renderElem); // Note: If I can keep global buffer slot indexes the same between shaders I could only bind these once
  585. mStaticHandler->bindPerObjectBuffers(*renderElem);
  586. if (iter->applyPass)
  587. {
  588. SPtr<PassCore> pass = material->getPass(iter->passIdx);
  589. setPass(pass);
  590. }
  591. SPtr<PassParametersCore> passParams = material->getPassParameters(iter->passIdx);
  592. if (renderElem->samplerOverrides != nullptr)
  593. setPassParams(passParams, &renderElem->samplerOverrides->passes[iter->passIdx]);
  594. else
  595. setPassParams(passParams, nullptr);
  596. draw(iter->renderElem->mesh, iter->renderElem->subMesh);
  597. }
  598. cameraData.opaqueQueue->clear();
  599. cameraData.transparentQueue->clear();
  600. // Trigger post-render callbacks
  601. if (iterCameraCallbacks != mRenderCallbacks.end())
  602. {
  603. for (auto& callbackPair : iterCameraCallbacks->second)
  604. {
  605. if (callbackPair.first < 0)
  606. continue;
  607. callbackPair.second();
  608. }
  609. }
  610. }
  611. void RenderBeast::determineVisible(const CameraCore& camera)
  612. {
  613. CameraData& cameraData = mCameraData[&camera];
  614. UINT64 cameraLayers = camera.getLayers();
  615. ConvexVolume worldFrustum = camera.getWorldFrustum();
  616. // Update per-object param buffers and queue render elements
  617. for (auto& renderableData : mRenderables)
  618. {
  619. RenderableCore* renderable = renderableData.renderable;
  620. RenderableHandler* controller = renderableData.controller;
  621. UINT32 renderableType = renderable->getRenderableType();
  622. UINT32 rendererId = renderable->getRendererId();
  623. if ((renderable->getLayer() & cameraLayers) == 0)
  624. continue;
  625. // Do frustum culling
  626. // TODO - This is bound to be a bottleneck at some point. When it is ensure that intersect
  627. // methods use vector operations, as it is trivial to update them.
  628. const Sphere& boundingSphere = mWorldBounds[rendererId].getSphere();
  629. if (worldFrustum.intersects(boundingSphere))
  630. {
  631. // More precise with the box
  632. const AABox& boundingBox = mWorldBounds[rendererId].getBox();
  633. if (worldFrustum.intersects(boundingBox))
  634. {
  635. float distanceToCamera = (camera.getPosition() - boundingBox.getCenter()).length();
  636. for (auto& renderElem : renderableData.elements)
  637. {
  638. bool isTransparent = (renderElem.material->getShader()->getFlags() & (UINT32)ShaderFlags::Transparent) != 0;
  639. if (isTransparent)
  640. cameraData.transparentQueue->add(&renderElem, distanceToCamera);
  641. else
  642. cameraData.opaqueQueue->add(&renderElem, distanceToCamera);
  643. }
  644. }
  645. }
  646. }
  647. cameraData.opaqueQueue->sort();
  648. cameraData.transparentQueue->sort();
  649. }
  650. Vector2 RenderBeast::getDeviceZTransform(const Matrix4& projMatrix)
  651. {
  652. Vector2 output;
  653. output.x = 1.0f / projMatrix[2][2];
  654. output.y = projMatrix[2][3] / projMatrix[2][2];
  655. return output;
  656. }
  657. void RenderBeast::refreshSamplerOverrides(bool force)
  658. {
  659. for (auto& entry : mSamplerOverrides)
  660. {
  661. SPtr<MaterialCore> material = entry.first;
  662. if (force)
  663. {
  664. SamplerOverrideUtility::destroySamplerOverrides(entry.second);
  665. entry.second = SamplerOverrideUtility::generateSamplerOverrides(material, mCoreOptions);
  666. }
  667. else
  668. {
  669. MaterialSamplerOverrides* materialOverrides = entry.second;
  670. UINT32 numPasses = material->getNumPasses();
  671. assert(numPasses == materialOverrides->numPasses);
  672. for (UINT32 i = 0; i < numPasses; i++)
  673. {
  674. SPtr<PassParametersCore> passParams = material->getPassParameters(i);
  675. PassSamplerOverrides& passOverrides = materialOverrides->passes[i];
  676. for (UINT32 j = 0; j < PassParametersCore::NUM_PARAMS; j++)
  677. {
  678. StageSamplerOverrides& stageOverrides = passOverrides.stages[j];
  679. SPtr<GpuParamsCore> params = passParams->getParamByIdx(j);
  680. if (params == nullptr)
  681. continue;
  682. const GpuParamDesc& paramDesc = params->getParamDesc();
  683. for (auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  684. {
  685. UINT32 slot = iter->second.slot;
  686. SPtr<SamplerStateCore> samplerState = params->getSamplerState(slot);
  687. assert(stageOverrides.numStates > slot);
  688. if (samplerState != stageOverrides.stateOverrides[slot])
  689. {
  690. if (samplerState != nullptr)
  691. stageOverrides.stateOverrides[slot] = SamplerOverrideUtility::generateSamplerOverride(samplerState, mCoreOptions);
  692. else
  693. stageOverrides.stateOverrides[slot] = SamplerOverrideUtility::generateSamplerOverride(SamplerStateCore::getDefault(), mCoreOptions);;
  694. }
  695. }
  696. }
  697. }
  698. }
  699. }
  700. }
  701. void RenderBeast::setPass(const SPtr<PassCore>& pass)
  702. {
  703. THROW_IF_NOT_CORE_THREAD;
  704. RenderAPICore& rs = RenderAPICore::instance();
  705. struct StageData
  706. {
  707. GpuProgramType type;
  708. bool enable;
  709. SPtr<GpuProgramCore> program;
  710. };
  711. const UINT32 numStages = 6;
  712. StageData stages[numStages] =
  713. {
  714. { GPT_VERTEX_PROGRAM, pass->hasVertexProgram(), pass->getVertexProgram() },
  715. { GPT_FRAGMENT_PROGRAM, pass->hasFragmentProgram(), pass->getFragmentProgram() },
  716. { GPT_GEOMETRY_PROGRAM, pass->hasGeometryProgram(), pass->getGeometryProgram() },
  717. { GPT_HULL_PROGRAM, pass->hasHullProgram(), pass->getHullProgram() },
  718. { GPT_DOMAIN_PROGRAM, pass->hasDomainProgram(), pass->getDomainProgram() },
  719. { GPT_COMPUTE_PROGRAM, pass->hasComputeProgram(), pass->getComputeProgram() }
  720. };
  721. for (UINT32 i = 0; i < numStages; i++)
  722. {
  723. const StageData& stage = stages[i];
  724. if (stage.enable)
  725. rs.bindGpuProgram(stage.program);
  726. else
  727. rs.unbindGpuProgram(stage.type);
  728. }
  729. // Set up non-texture related pass settings
  730. if (pass->getBlendState() != nullptr)
  731. rs.setBlendState(pass->getBlendState());
  732. else
  733. rs.setBlendState(BlendStateCore::getDefault());
  734. if (pass->getDepthStencilState() != nullptr)
  735. rs.setDepthStencilState(pass->getDepthStencilState(), pass->getStencilRefValue());
  736. else
  737. rs.setDepthStencilState(DepthStencilStateCore::getDefault(), pass->getStencilRefValue());
  738. if (pass->getRasterizerState() != nullptr)
  739. rs.setRasterizerState(pass->getRasterizerState());
  740. else
  741. rs.setRasterizerState(RasterizerStateCore::getDefault());
  742. }
  743. void RenderBeast::setPassParams(const SPtr<PassParametersCore>& passParams, const PassSamplerOverrides* samplerOverrides)
  744. {
  745. THROW_IF_NOT_CORE_THREAD;
  746. RenderAPICore& rs = RenderAPICore::instance();
  747. struct StageData
  748. {
  749. GpuProgramType type;
  750. SPtr<GpuParamsCore> params;
  751. };
  752. const UINT32 numStages = 6;
  753. StageData stages[numStages] =
  754. {
  755. { GPT_VERTEX_PROGRAM, passParams->mVertParams },
  756. { GPT_FRAGMENT_PROGRAM, passParams->mFragParams },
  757. { GPT_GEOMETRY_PROGRAM, passParams->mGeomParams },
  758. { GPT_HULL_PROGRAM, passParams->mHullParams },
  759. { GPT_DOMAIN_PROGRAM, passParams->mDomainParams },
  760. { GPT_COMPUTE_PROGRAM, passParams->mComputeParams }
  761. };
  762. for (UINT32 i = 0; i < numStages; i++)
  763. {
  764. const StageData& stage = stages[i];
  765. SPtr<GpuParamsCore> params = stage.params;
  766. if (params == nullptr)
  767. continue;
  768. const GpuParamDesc& paramDesc = params->getParamDesc();
  769. for (auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  770. {
  771. SPtr<SamplerStateCore> samplerState;
  772. if (samplerOverrides != nullptr)
  773. samplerState = samplerOverrides->stages[i].stateOverrides[iter->second.slot];
  774. else
  775. samplerState = params->getSamplerState(iter->second.slot);
  776. if (samplerState == nullptr)
  777. rs.setSamplerState(stage.type, iter->second.slot, SamplerStateCore::getDefault());
  778. else
  779. rs.setSamplerState(stage.type, iter->second.slot, samplerState);
  780. }
  781. for (auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
  782. {
  783. SPtr<TextureCore> texture = params->getTexture(iter->second.slot);
  784. if (!params->isLoadStoreTexture(iter->second.slot))
  785. {
  786. if (texture == nullptr)
  787. rs.setTexture(stage.type, iter->second.slot, false, nullptr);
  788. else
  789. rs.setTexture(stage.type, iter->second.slot, true, texture);
  790. }
  791. else
  792. {
  793. const TextureSurface& surface = params->getLoadStoreSurface(iter->second.slot);
  794. if (texture == nullptr)
  795. rs.setLoadStoreTexture(stage.type, iter->second.slot, false, nullptr, surface);
  796. else
  797. rs.setLoadStoreTexture(stage.type, iter->second.slot, true, texture, surface);
  798. }
  799. }
  800. rs.setConstantBuffers(stage.type, params);
  801. }
  802. }
  803. }