BsRenderBeast.cpp 29 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921
  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "BsRenderBeast.h"
  4. #include "BsCCamera.h"
  5. #include "BsCRenderable.h"
  6. #include "BsMaterial.h"
  7. #include "BsMesh.h"
  8. #include "BsPass.h"
  9. #include "BsSamplerState.h"
  10. #include "BsCoreApplication.h"
  11. #include "BsViewport.h"
  12. #include "BsRenderTarget.h"
  13. #include "BsRenderQueue.h"
  14. #include "BsCoreThread.h"
  15. #include "BsGpuParams.h"
  16. #include "BsProfilerCPU.h"
  17. #include "BsShader.h"
  18. #include "BsGpuParamBlockBuffer.h"
  19. #include "BsTime.h"
  20. #include "BsRenderableElement.h"
  21. #include "BsCoreObjectManager.h"
  22. #include "BsRenderBeastOptions.h"
  23. #include "BsSamplerOverrides.h"
  24. #include "BsLight.h"
  25. #include "BsRenderTexturePool.h"
  26. #include "BsRenderTargets.h"
  27. #include "BsRendererUtility.h"
  28. #include "BsAnimationManager.h"
  29. #include "BsSkeleton.h"
  30. #include "BsGpuBuffer.h"
  31. #include "BsGpuParamsSet.h"
  32. using namespace std::placeholders;
  33. namespace BansheeEngine
  34. {
  35. RenderBeast::RendererFrame::RendererFrame(float delta, const RendererAnimationData& animData)
  36. :delta(delta), animData(animData)
  37. { }
  38. RenderBeast::RenderBeast()
  39. : mDefaultMaterial(nullptr), mPointLightInMat(nullptr), mPointLightOutMat(nullptr), mDirLightMat(nullptr)
  40. , mObjectRenderer(nullptr), mOptions(bs_shared_ptr_new<RenderBeastOptions>()), mOptionsDirty(true)
  41. { }
  42. const StringID& RenderBeast::getName() const
  43. {
  44. static StringID name = "RenderBeast";
  45. return name;
  46. }
  47. void RenderBeast::initialize()
  48. {
  49. CoreRenderer::initialize();
  50. CoreThread::instance().queueCommand(std::bind(&RenderBeast::initializeCore, this));
  51. }
  52. void RenderBeast::destroy()
  53. {
  54. CoreRenderer::destroy();
  55. gCoreAccessor().queueCommand(std::bind(&RenderBeast::destroyCore, this));
  56. gCoreAccessor().submitToCoreThread(true);
  57. }
  58. void RenderBeast::initializeCore()
  59. {
  60. RendererUtility::startUp();
  61. mCoreOptions = bs_shared_ptr_new<RenderBeastOptions>();
  62. mObjectRenderer = bs_new<ObjectRenderer>();
  63. mDefaultMaterial = bs_new<DefaultMaterial>();
  64. mPointLightInMat = bs_new<PointLightInMat>();
  65. mPointLightOutMat = bs_new<PointLightOutMat>();
  66. mDirLightMat = bs_new<DirectionalLightMat>();
  67. RenderTexturePool::startUp();
  68. PostProcessing::startUp();
  69. }
  70. void RenderBeast::destroyCore()
  71. {
  72. if (mObjectRenderer != nullptr)
  73. bs_delete(mObjectRenderer);
  74. mRenderTargets.clear();
  75. mCameras.clear();
  76. mRenderables.clear();
  77. PostProcessing::shutDown();
  78. RenderTexturePool::shutDown();
  79. bs_delete(mDefaultMaterial);
  80. bs_delete(mPointLightInMat);
  81. bs_delete(mPointLightOutMat);
  82. bs_delete(mDirLightMat);
  83. RendererUtility::shutDown();
  84. assert(mSamplerOverrides.empty());
  85. }
  86. void RenderBeast::notifyRenderableAdded(RenderableCore* renderable)
  87. {
  88. UINT32 renderableId = (UINT32)mRenderables.size();
  89. renderable->setRendererId(renderableId);
  90. mRenderables.push_back(RendererObject());
  91. mRenderableShaderData.push_back(RenderableShaderData());
  92. mWorldBounds.push_back(renderable->getBounds());
  93. RendererObject& rendererObject = mRenderables.back();
  94. rendererObject.renderable = renderable;
  95. RenderableShaderData& shaderData = mRenderableShaderData.back();
  96. shaderData.worldTransform = renderable->getTransform();
  97. shaderData.invWorldTransform = shaderData.worldTransform.inverseAffine();
  98. shaderData.worldNoScaleTransform = renderable->getTransformNoScale();
  99. shaderData.invWorldNoScaleTransform = shaderData.worldNoScaleTransform.inverseAffine();
  100. shaderData.worldDeterminantSign = shaderData.worldTransform.determinant3x3() >= 0.0f ? 1.0f : -1.0f;
  101. SPtr<MeshCore> mesh = renderable->getMesh();
  102. if (mesh != nullptr)
  103. {
  104. const MeshProperties& meshProps = mesh->getProperties();
  105. SPtr<VertexDeclarationCore> vertexDecl = mesh->getVertexData()->vertexDeclaration;
  106. for (UINT32 i = 0; i < meshProps.getNumSubMeshes(); i++)
  107. {
  108. rendererObject.elements.push_back(BeastRenderableElement());
  109. BeastRenderableElement& renElement = rendererObject.elements.back();
  110. renElement.mesh = mesh;
  111. renElement.subMesh = meshProps.getSubMesh(i);
  112. renElement.renderableId = renderableId;
  113. renElement.animationId = renderable->getAnimationId();
  114. renElement.material = renderable->getMaterial(i);
  115. if (renElement.material == nullptr)
  116. renElement.material = renderable->getMaterial(0);
  117. if (renElement.material != nullptr && renElement.material->getShader() == nullptr)
  118. renElement.material = nullptr;
  119. // Validate mesh <-> shader vertex bindings
  120. if (renElement.material != nullptr)
  121. {
  122. UINT32 numPasses = renElement.material->getNumPasses();
  123. for (UINT32 j = 0; j < numPasses; j++)
  124. {
  125. SPtr<PassCore> pass = renElement.material->getPass(j);
  126. SPtr<VertexDeclarationCore> shaderDecl = pass->getVertexProgram()->getInputDeclaration();
  127. if (!vertexDecl->isCompatible(shaderDecl))
  128. {
  129. Vector<VertexElement> missingElements = vertexDecl->getMissingElements(shaderDecl);
  130. StringStream wrnStream;
  131. wrnStream << "Provided mesh is missing required vertex attributes to render with the provided shader. Missing elements: " << std::endl;
  132. for (auto& entry : missingElements)
  133. wrnStream << "\t" << toString(entry.getSemantic()) << entry.getSemanticIdx() << std::endl;
  134. LOGWRN(wrnStream.str());
  135. break;
  136. }
  137. }
  138. }
  139. // If no material use the default material
  140. if (renElement.material == nullptr)
  141. renElement.material = mDefaultMaterial->getMaterial();
  142. // Generate or assigned renderer specific data for the material
  143. Any materialInfo = renElement.material->getRendererData();
  144. if(materialInfo.empty())
  145. {
  146. RendererMaterial matInfo;
  147. matInfo.params.resize(1);
  148. matInfo.params[0] = renElement.material->createParamsSet(0);
  149. matInfo.matVersion = renElement.material->getVersion();
  150. renElement.material->updateParamsSet(matInfo.params[0], true);
  151. renElement.material->setRendererData(matInfo);
  152. renElement.params = matInfo.params[0];
  153. }
  154. else
  155. {
  156. RendererMaterial& matInfo = any_cast_ref<RendererMaterial>(materialInfo);
  157. if(matInfo.matVersion != renElement.material->getVersion())
  158. {
  159. if (matInfo.params.size() < 1)
  160. matInfo.params.resize(1);
  161. matInfo.params[0] = renElement.material->createParamsSet(0);
  162. matInfo.matVersion = renElement.material->getVersion();
  163. renElement.material->updateParamsSet(matInfo.params[0], true);
  164. }
  165. renElement.params = matInfo.params[0];
  166. }
  167. // Generate or assign sampler state overrides
  168. auto iterFind = mSamplerOverrides.find(renElement.material);
  169. if (iterFind != mSamplerOverrides.end())
  170. {
  171. renElement.samplerOverrides = iterFind->second;
  172. iterFind->second->refCount++;
  173. }
  174. else
  175. {
  176. SPtr<ShaderCore> shader = renElement.material->getShader();
  177. MaterialSamplerOverrides* samplerOverrides = SamplerOverrideUtility::generateSamplerOverrides(shader,
  178. renElement.material->_getInternalParams(), renElement.params, mCoreOptions);
  179. mSamplerOverrides[renElement.material] = samplerOverrides;
  180. renElement.samplerOverrides = samplerOverrides;
  181. samplerOverrides->refCount++;
  182. }
  183. mObjectRenderer->initElement(renElement);
  184. }
  185. }
  186. }
  187. void RenderBeast::notifyRenderableRemoved(RenderableCore* renderable)
  188. {
  189. UINT32 renderableId = renderable->getRendererId();
  190. RenderableCore* lastRenerable = mRenderables.back().renderable;
  191. UINT32 lastRenderableId = lastRenerable->getRendererId();
  192. Vector<BeastRenderableElement>& elements = mRenderables[renderableId].elements;
  193. for (auto& element : elements)
  194. {
  195. auto iterFind = mSamplerOverrides.find(element.material);
  196. assert(iterFind != mSamplerOverrides.end());
  197. MaterialSamplerOverrides* samplerOverrides = iterFind->second;
  198. samplerOverrides->refCount--;
  199. if (samplerOverrides->refCount == 0)
  200. {
  201. SamplerOverrideUtility::destroySamplerOverrides(samplerOverrides);
  202. mSamplerOverrides.erase(iterFind);
  203. }
  204. element.samplerOverrides = nullptr;
  205. }
  206. if (renderableId != lastRenderableId)
  207. {
  208. // Swap current last element with the one we want to erase
  209. std::swap(mRenderables[renderableId], mRenderables[lastRenderableId]);
  210. std::swap(mWorldBounds[renderableId], mWorldBounds[lastRenderableId]);
  211. std::swap(mRenderableShaderData[renderableId], mRenderableShaderData[lastRenderableId]);
  212. lastRenerable->setRendererId(renderableId);
  213. for (auto& element : elements)
  214. element.renderableId = renderableId;
  215. }
  216. // Last element is the one we want to erase
  217. mRenderables.erase(mRenderables.end() - 1);
  218. mWorldBounds.erase(mWorldBounds.end() - 1);
  219. mRenderableShaderData.erase(mRenderableShaderData.end() - 1);
  220. }
  221. void RenderBeast::notifyRenderableUpdated(RenderableCore* renderable)
  222. {
  223. UINT32 renderableId = renderable->getRendererId();
  224. RenderableShaderData& shaderData = mRenderableShaderData[renderableId];
  225. shaderData.worldTransform = renderable->getTransform();
  226. shaderData.invWorldTransform = shaderData.worldTransform.inverseAffine();
  227. shaderData.worldNoScaleTransform = renderable->getTransformNoScale();
  228. shaderData.invWorldNoScaleTransform = shaderData.worldNoScaleTransform.inverseAffine();
  229. shaderData.worldDeterminantSign = shaderData.worldTransform.determinant3x3() >= 0.0f ? 1.0f : -1.0f;
  230. mWorldBounds[renderableId] = renderable->getBounds();
  231. }
  232. void RenderBeast::notifyLightAdded(LightCore* light)
  233. {
  234. if (light->getType() == LightType::Directional)
  235. {
  236. UINT32 lightId = (UINT32)mDirectionalLights.size();
  237. light->setRendererId(lightId);
  238. mDirectionalLights.push_back(RendererLight());
  239. RendererLight& lightData = mDirectionalLights.back();
  240. lightData.internal = light;
  241. }
  242. else
  243. {
  244. UINT32 lightId = (UINT32)mPointLights.size();
  245. light->setRendererId(lightId);
  246. mPointLights.push_back(RendererLight());
  247. mLightWorldBounds.push_back(light->getBounds());
  248. RendererLight& lightData = mPointLights.back();
  249. lightData.internal = light;
  250. }
  251. }
  252. void RenderBeast::notifyLightUpdated(LightCore* light)
  253. {
  254. UINT32 lightId = light->getRendererId();
  255. if (light->getType() != LightType::Directional)
  256. mLightWorldBounds[lightId] = light->getBounds();
  257. }
  258. void RenderBeast::notifyLightRemoved(LightCore* light)
  259. {
  260. UINT32 lightId = light->getRendererId();
  261. if (light->getType() == LightType::Directional)
  262. {
  263. LightCore* lastLight = mDirectionalLights.back().internal;
  264. UINT32 lastLightId = lastLight->getRendererId();
  265. if (lightId != lastLightId)
  266. {
  267. // Swap current last element with the one we want to erase
  268. std::swap(mDirectionalLights[lightId], mDirectionalLights[lastLightId]);
  269. lastLight->setRendererId(lightId);
  270. }
  271. // Last element is the one we want to erase
  272. mDirectionalLights.erase(mDirectionalLights.end() - 1);
  273. }
  274. else
  275. {
  276. LightCore* lastLight = mPointLights.back().internal;
  277. UINT32 lastLightId = lastLight->getRendererId();
  278. if (lightId != lastLightId)
  279. {
  280. // Swap current last element with the one we want to erase
  281. std::swap(mPointLights[lightId], mPointLights[lastLightId]);
  282. std::swap(mLightWorldBounds[lightId], mLightWorldBounds[lastLightId]);
  283. lastLight->setRendererId(lightId);
  284. }
  285. // Last element is the one we want to erase
  286. mPointLights.erase(mPointLights.end() - 1);
  287. mLightWorldBounds.erase(mLightWorldBounds.end() - 1);
  288. }
  289. }
  290. void RenderBeast::notifyCameraAdded(const CameraCore* camera)
  291. {
  292. updateCameraData(camera);
  293. }
  294. void RenderBeast::notifyCameraUpdated(const CameraCore* camera, UINT32 updateFlag)
  295. {
  296. if((updateFlag & (UINT32)CameraDirtyFlag::Everything) != 0)
  297. {
  298. updateCameraData(camera);
  299. }
  300. else if((updateFlag & (UINT32)CameraDirtyFlag::PostProcess) != 0)
  301. {
  302. RendererCamera& rendererCam = mCameras[camera];
  303. rendererCam.updatePP();
  304. }
  305. }
  306. void RenderBeast::notifyCameraRemoved(const CameraCore* camera)
  307. {
  308. updateCameraData(camera, true);
  309. }
  310. void RenderBeast::updateCameraData(const CameraCore* camera, bool forceRemove)
  311. {
  312. SPtr<RenderTargetCore> renderTarget = camera->getViewport()->getTarget();
  313. if(forceRemove)
  314. {
  315. mCameras.erase(camera);
  316. renderTarget = nullptr;
  317. }
  318. else
  319. {
  320. mCameras[camera] = RendererCamera(camera, mCoreOptions->stateReductionMode);
  321. }
  322. // Remove from render target list
  323. int rtChanged = 0; // 0 - No RT, 1 - RT found, 2 - RT changed
  324. for (auto iterTarget = mRenderTargets.begin(); iterTarget != mRenderTargets.end(); ++iterTarget)
  325. {
  326. RendererRenderTarget& target = *iterTarget;
  327. for (auto iterCam = target.cameras.begin(); iterCam != target.cameras.end(); ++iterCam)
  328. {
  329. if (camera == *iterCam)
  330. {
  331. if (renderTarget != target.target)
  332. {
  333. target.cameras.erase(iterCam);
  334. rtChanged = 2;
  335. }
  336. else
  337. rtChanged = 1;
  338. break;
  339. }
  340. }
  341. if (target.cameras.empty())
  342. {
  343. mRenderTargets.erase(iterTarget);
  344. break;
  345. }
  346. }
  347. // Register in render target list
  348. if (renderTarget != nullptr && (rtChanged == 0 || rtChanged == 2))
  349. {
  350. auto findIter = std::find_if(mRenderTargets.begin(), mRenderTargets.end(),
  351. [&](const RendererRenderTarget& x) { return x.target == renderTarget; });
  352. if (findIter != mRenderTargets.end())
  353. {
  354. findIter->cameras.push_back(camera);
  355. }
  356. else
  357. {
  358. mRenderTargets.push_back(RendererRenderTarget());
  359. RendererRenderTarget& renderTargetData = mRenderTargets.back();
  360. renderTargetData.target = renderTarget;
  361. renderTargetData.cameras.push_back(camera);
  362. }
  363. // Sort render targets based on priority
  364. auto cameraComparer = [&](const CameraCore* a, const CameraCore* b) { return a->getPriority() > b->getPriority(); };
  365. auto renderTargetInfoComparer = [&](const RendererRenderTarget& a, const RendererRenderTarget& b)
  366. { return a.target->getProperties().getPriority() > b.target->getProperties().getPriority(); };
  367. std::sort(begin(mRenderTargets), end(mRenderTargets), renderTargetInfoComparer);
  368. for (auto& camerasPerTarget : mRenderTargets)
  369. {
  370. Vector<const CameraCore*>& cameras = camerasPerTarget.cameras;
  371. std::sort(begin(cameras), end(cameras), cameraComparer);
  372. }
  373. }
  374. }
  375. void RenderBeast::setOptions(const SPtr<CoreRendererOptions>& options)
  376. {
  377. mOptions = std::static_pointer_cast<RenderBeastOptions>(options);
  378. mOptionsDirty = true;
  379. }
  380. SPtr<CoreRendererOptions> RenderBeast::getOptions() const
  381. {
  382. return mOptions;
  383. }
  384. void RenderBeast::syncOptions(const RenderBeastOptions& options)
  385. {
  386. bool filteringChanged = mCoreOptions->filtering != options.filtering;
  387. if (options.filtering == RenderBeastFiltering::Anisotropic)
  388. filteringChanged |= mCoreOptions->anisotropyMax != options.anisotropyMax;
  389. if (filteringChanged)
  390. refreshSamplerOverrides(true);
  391. *mCoreOptions = options;
  392. for (auto& entry : mCameras)
  393. {
  394. RendererCamera& rendererCam = entry.second;
  395. rendererCam.update(mCoreOptions->stateReductionMode);
  396. }
  397. }
  398. void RenderBeast::renderAll()
  399. {
  400. // Sync all dirty sim thread CoreObject data to core thread
  401. CoreObjectManager::instance().syncToCore(gCoreAccessor());
  402. if (mOptionsDirty)
  403. {
  404. gCoreAccessor().queueCommand(std::bind(&RenderBeast::syncOptions, this, *mOptions));
  405. mOptionsDirty = false;
  406. }
  407. gCoreAccessor().queueCommand(std::bind(&RenderBeast::renderAllCore, this, gTime().getTime(), gTime().getFrameDelta()));
  408. }
  409. void RenderBeast::renderAllCore(float time, float delta)
  410. {
  411. THROW_IF_NOT_CORE_THREAD;
  412. gProfilerCPU().beginSample("renderAllCore");
  413. // Note: I'm iterating over all sampler states every frame. If this ends up being a performance
  414. // issue consider handling this internally in MaterialCore which can only do it when sampler states
  415. // are actually modified after sync
  416. refreshSamplerOverrides();
  417. // Update global per-frame hardware buffers
  418. mObjectRenderer->setParamFrameParams(time);
  419. // Generate render queues per camera
  420. for (auto& entry : mCameras)
  421. entry.second.determineVisible(mRenderables, mWorldBounds);
  422. const RendererAnimationData& animData = AnimationManager::instance().getRendererData();
  423. RendererFrame frameInfo(delta, animData);
  424. // Render everything, target by target
  425. for (auto& rtInfo : mRenderTargets)
  426. {
  427. SPtr<RenderTargetCore> target = rtInfo.target;
  428. Vector<const CameraCore*>& cameras = rtInfo.cameras;
  429. RenderAPICore::instance().beginFrame();
  430. UINT32 numCameras = (UINT32)cameras.size();
  431. for (UINT32 i = 0; i < numCameras; i++)
  432. {
  433. bool isOverlayCamera = cameras[i]->getFlags().isSet(CameraFlag::Overlay);
  434. if (!isOverlayCamera)
  435. render(frameInfo, rtInfo, i);
  436. else
  437. renderOverlay(frameInfo, rtInfo, i);
  438. }
  439. RenderAPICore::instance().endFrame();
  440. RenderAPICore::instance().swapBuffers(target);
  441. }
  442. gProfilerCPU().endSample("renderAllCore");
  443. }
  444. void RenderBeast::render(const RendererFrame& frameInfo, RendererRenderTarget& rtInfo, UINT32 camIdx)
  445. {
  446. gProfilerCPU().beginSample("Render");
  447. const CameraCore* camera = rtInfo.cameras[camIdx];
  448. RendererCamera& rendererCam = mCameras[camera];
  449. CameraShaderData cameraShaderData = rendererCam.getShaderData();
  450. assert(!camera->getFlags().isSet(CameraFlag::Overlay));
  451. mObjectRenderer->setPerCameraParams(cameraShaderData);
  452. rendererCam.beginRendering(true);
  453. SPtr<RenderTargets> renderTargets = rendererCam.getRenderTargets();
  454. renderTargets->bindGBuffer();
  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. const RenderCallbackData& callbackData = callbackPair.second;
  462. if (callbackData.overlay)
  463. continue;
  464. if (callbackPair.first >= 0)
  465. break;
  466. callbackData.callback();
  467. }
  468. }
  469. //// Render base pass
  470. const Vector<RenderQueueElement>& opaqueElements = rendererCam.getOpaqueQueue()->getSortedElements();
  471. for (auto iter = opaqueElements.begin(); iter != opaqueElements.end(); ++iter)
  472. {
  473. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  474. renderElement(*renderElem, iter->passIdx, iter->applyPass, frameInfo, cameraShaderData.viewProj);
  475. }
  476. renderTargets->bindSceneColor(true);
  477. //// Render light pass
  478. {
  479. SPtr<GpuParamBlockBufferCore> perCameraBuffer = mObjectRenderer->getPerCameraParams().getBuffer();
  480. mDirLightMat->bind(renderTargets, perCameraBuffer);
  481. for (auto& light : mDirectionalLights)
  482. {
  483. if (!light.internal->getIsActive())
  484. continue;
  485. mDirLightMat->setPerLightParams(light.internal);
  486. gRendererUtility().drawScreenQuad();
  487. }
  488. // Draw point lights which our camera is within
  489. // TODO - Possibly use instanced drawing here as only two meshes are drawn with various properties
  490. mPointLightInMat->bind(renderTargets, perCameraBuffer);
  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. float distToLight = (light.internal->getBounds().getCenter() - camera->getPosition()).squaredLength();
  497. float boundRadius = light.internal->getBounds().getRadius() * 1.05f + camera->getNearClipDistance() * 2.0f;
  498. bool cameraInLightGeometry = distToLight < boundRadius * boundRadius;
  499. if (!cameraInLightGeometry)
  500. continue;
  501. mPointLightInMat->setPerLightParams(light.internal);
  502. SPtr<MeshCore> mesh = light.internal->getMesh();
  503. gRendererUtility().draw(mesh, mesh->getProperties().getSubMesh(0));
  504. }
  505. // Draw other point lights
  506. mPointLightOutMat->bind(renderTargets, perCameraBuffer);
  507. for (auto& light : mPointLights)
  508. {
  509. if (!light.internal->getIsActive())
  510. continue;
  511. float distToLight = (light.internal->getBounds().getCenter() - camera->getPosition()).squaredLength();
  512. float boundRadius = light.internal->getBounds().getRadius() * 1.05f + camera->getNearClipDistance() * 2.0f;
  513. bool cameraInLightGeometry = distToLight < boundRadius * boundRadius;
  514. if (cameraInLightGeometry)
  515. continue;
  516. mPointLightOutMat->setPerLightParams(light.internal);
  517. SPtr<MeshCore> mesh = light.internal->getMesh();
  518. gRendererUtility().draw(mesh, mesh->getProperties().getSubMesh(0));
  519. }
  520. }
  521. renderTargets->bindSceneColor(false);
  522. // Render transparent objects (TODO - No lighting yet)
  523. const Vector<RenderQueueElement>& transparentElements = rendererCam.getTransparentQueue()->getSortedElements();
  524. for (auto iter = transparentElements.begin(); iter != transparentElements.end(); ++iter)
  525. {
  526. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  527. renderElement(*renderElem, iter->passIdx, iter->applyPass, frameInfo, cameraShaderData.viewProj);
  528. }
  529. // Render non-overlay post-scene callbacks
  530. if (iterCameraCallbacks != mRenderCallbacks.end())
  531. {
  532. for (auto& callbackPair : iterCameraCallbacks->second)
  533. {
  534. const RenderCallbackData& callbackData = callbackPair.second;
  535. if (callbackData.overlay || callbackPair.first < 0)
  536. continue;
  537. callbackData.callback();
  538. }
  539. }
  540. // TODO - If GBuffer has multiple samples, I should resolve them before post-processing
  541. PostProcessing::instance().postProcess(renderTargets->getSceneColorRT(),
  542. camera, rendererCam.getPPInfo(), frameInfo.delta);
  543. // Render overlay post-scene callbacks
  544. if (iterCameraCallbacks != mRenderCallbacks.end())
  545. {
  546. for (auto& callbackPair : iterCameraCallbacks->second)
  547. {
  548. const RenderCallbackData& callbackData = callbackPair.second;
  549. if (!callbackData.overlay)
  550. continue;
  551. callbackData.callback();
  552. }
  553. }
  554. rendererCam.endRendering();
  555. gProfilerCPU().endSample("Render");
  556. }
  557. void RenderBeast::renderOverlay(const RendererFrame& frameInfo, RendererRenderTarget& rtData, UINT32 camIdx)
  558. {
  559. gProfilerCPU().beginSample("RenderOverlay");
  560. const CameraCore* camera = rtData.cameras[camIdx];
  561. assert(camera->getFlags().isSet(CameraFlag::Overlay));
  562. SPtr<ViewportCore> viewport = camera->getViewport();
  563. RendererCamera& rendererCam = mCameras[camera];
  564. CameraShaderData cameraShaderData = rendererCam.getShaderData();
  565. mObjectRenderer->setPerCameraParams(cameraShaderData);
  566. rendererCam.beginRendering(false);
  567. SPtr<RenderTargetCore> target = rtData.target;
  568. RenderAPICore::instance().setRenderTarget(target);
  569. RenderAPICore::instance().setViewport(viewport->getNormArea());
  570. // If first camera in render target, prepare the render target
  571. if (camIdx == 0)
  572. {
  573. UINT32 clearBuffers = 0;
  574. if (viewport->getRequiresColorClear())
  575. clearBuffers |= FBT_COLOR;
  576. if (viewport->getRequiresDepthClear())
  577. clearBuffers |= FBT_DEPTH;
  578. if (viewport->getRequiresStencilClear())
  579. clearBuffers |= FBT_STENCIL;
  580. if (clearBuffers != 0)
  581. {
  582. RenderAPICore::instance().clearViewport(clearBuffers, viewport->getClearColor(),
  583. viewport->getClearDepthValue(), viewport->getClearStencilValue());
  584. }
  585. }
  586. // Render overlay post-scene callbacks
  587. auto iterCameraCallbacks = mRenderCallbacks.find(camera);
  588. if (iterCameraCallbacks != mRenderCallbacks.end())
  589. {
  590. for (auto& callbackPair : iterCameraCallbacks->second)
  591. {
  592. const RenderCallbackData& callbackData = callbackPair.second;
  593. if (!callbackData.overlay)
  594. continue;
  595. callbackData.callback();
  596. }
  597. }
  598. rendererCam.endRendering();
  599. gProfilerCPU().endSample("RenderOverlay");
  600. }
  601. void RenderBeast::renderElement(const BeastRenderableElement& element, UINT32 passIdx, bool bindPass,
  602. const RendererFrame& frameInfo, const Matrix4& viewProj)
  603. {
  604. SPtr<MaterialCore> material = element.material;
  605. UINT32 rendererId = element.renderableId;
  606. Matrix4 worldViewProjMatrix = viewProj * mRenderableShaderData[rendererId].worldTransform;
  607. SPtr<GpuBufferCore> boneMatrices = element.boneMatrixBuffer;
  608. if(element.animationId != (UINT64)-1)
  609. {
  610. // Note: If multiple elements are using the same animation (not possible atm), this buffer should be shared by
  611. // all such elements
  612. const RendererAnimationData& animData = frameInfo.animData;
  613. auto iterFind = animData.poseInfos.find(element.animationId);
  614. if(iterFind != animData.poseInfos.end())
  615. {
  616. const RendererAnimationData::PoseInfo& poseInfo = iterFind->second;
  617. UINT8* dest = (UINT8*)boneMatrices->lock(0, poseInfo.numBones * 3 * sizeof(Vector4), GBL_WRITE_ONLY_DISCARD);
  618. for(UINT32 i = 0; i < poseInfo.numBones; i++)
  619. {
  620. const Matrix4& transform = animData.transforms[poseInfo.startIdx + i];
  621. memcpy(dest, &transform, 12 * sizeof(float)); // Assuming row-major format
  622. dest += 12 * sizeof(float);
  623. }
  624. boneMatrices->unlock();
  625. }
  626. }
  627. mObjectRenderer->setPerObjectParams(element, mRenderableShaderData[rendererId], worldViewProjMatrix, boneMatrices);
  628. if (bindPass)
  629. RendererUtility::instance().setPass(material, passIdx);
  630. if (element.samplerOverrides != nullptr)
  631. setPassParams(element.params, element.samplerOverrides, passIdx);
  632. else
  633. setPassParams(element.params, nullptr, passIdx);
  634. gRendererUtility().draw(element.mesh, element.subMesh);
  635. }
  636. void RenderBeast::refreshSamplerOverrides(bool force)
  637. {
  638. for (auto& entry : mSamplerOverrides)
  639. {
  640. SPtr<MaterialParamsCore> materialParams = entry.first->_getInternalParams();
  641. MaterialSamplerOverrides* materialOverrides = entry.second;
  642. for(UINT32 i = 0; i < materialOverrides->numOverrides; i++)
  643. {
  644. SamplerOverride& override = materialOverrides->overrides[i];
  645. const MaterialParamsBase::ParamData* materialParamData = materialParams->getParamData(override.paramIdx);
  646. SPtr<SamplerStateCore> samplerState;
  647. materialParams->getSamplerState(materialParamData->index, samplerState);
  648. UINT64 hash = 0;
  649. if (samplerState != nullptr)
  650. hash = samplerState->getProperties().getHash();
  651. if (hash != override.originalStateHash || force)
  652. {
  653. if (samplerState != nullptr)
  654. override.state = SamplerOverrideUtility::generateSamplerOverride(samplerState, mCoreOptions);
  655. else
  656. override.state = SamplerOverrideUtility::generateSamplerOverride(SamplerStateCore::getDefault(), mCoreOptions);;
  657. }
  658. }
  659. }
  660. }
  661. void RenderBeast::setPassParams(const SPtr<GpuParamsSetCore>& paramsSet, const MaterialSamplerOverrides* samplerOverrides,
  662. UINT32 passIdx)
  663. {
  664. THROW_IF_NOT_CORE_THREAD;
  665. RenderAPICore& rapi = RenderAPICore::instance();
  666. struct StageData
  667. {
  668. GpuProgramType type;
  669. SPtr<GpuParamsCore> params;
  670. };
  671. const UINT32 numStages = 6;
  672. GpuProgramType stages[numStages] =
  673. {
  674. { GPT_VERTEX_PROGRAM },
  675. { GPT_FRAGMENT_PROGRAM },
  676. { GPT_GEOMETRY_PROGRAM },
  677. { GPT_HULL_PROGRAM },
  678. { GPT_DOMAIN_PROGRAM },
  679. { GPT_COMPUTE_PROGRAM }
  680. };
  681. for (UINT32 i = 0; i < numStages; i++)
  682. {
  683. SPtr<GpuParamsCore> params = paramsSet->getGpuParams(stages[i], passIdx);
  684. if (params == nullptr)
  685. continue;
  686. const GpuParamDesc& paramDesc = params->getParamDesc();
  687. for (auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  688. {
  689. SPtr<SamplerStateCore> samplerState;
  690. if (samplerOverrides != nullptr)
  691. {
  692. UINT32 overrideIndex = samplerOverrides->passes[passIdx].stages[i].stateOverrides[iter->second.slot];
  693. if(overrideIndex != (UINT32)-1)
  694. samplerState = samplerOverrides->overrides[overrideIndex].state;
  695. }
  696. if(samplerState == nullptr)
  697. samplerState = params->getSamplerState(iter->second.slot);
  698. if (samplerState == nullptr)
  699. rapi.setSamplerState(stages[i], iter->second.slot, SamplerStateCore::getDefault());
  700. else
  701. rapi.setSamplerState(stages[i], iter->second.slot, samplerState);
  702. }
  703. for (auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
  704. {
  705. SPtr<TextureCore> texture = params->getTexture(iter->second.slot);
  706. rapi.setTexture(stages[i], iter->second.slot, texture);
  707. }
  708. for (auto iter = paramDesc.loadStoreTextures.begin(); iter != paramDesc.loadStoreTextures.end(); ++iter)
  709. {
  710. SPtr<TextureCore> texture = params->getLoadStoreTexture(iter->second.slot);
  711. const TextureSurface& surface = params->getLoadStoreSurface(iter->second.slot);
  712. if (texture == nullptr)
  713. rapi.setLoadStoreTexture(stages[i], iter->second.slot, false, nullptr, surface);
  714. else
  715. rapi.setLoadStoreTexture(stages[i], iter->second.slot, true, texture, surface);
  716. }
  717. for (auto iter = paramDesc.buffers.begin(); iter != paramDesc.buffers.end(); ++iter)
  718. {
  719. SPtr<GpuBufferCore> buffer = params->getBuffer(iter->second.slot);
  720. bool isLoadStore = iter->second.type != GPOT_BYTE_BUFFER &&
  721. iter->second.type != GPOT_STRUCTURED_BUFFER;
  722. rapi.setBuffer(stages[i], iter->second.slot, buffer, isLoadStore);
  723. }
  724. for (auto iter = paramDesc.paramBlocks.begin(); iter != paramDesc.paramBlocks.end(); ++iter)
  725. {
  726. SPtr<GpuParamBlockBufferCore> blockBuffer = params->getParamBlockBuffer(iter->second.slot);
  727. blockBuffer->flushToGPU();
  728. rapi.setParamBuffer(stages[i], iter->second.slot, blockBuffer, paramDesc);
  729. }
  730. }
  731. }
  732. }