BsRenderBeast.cpp 24 KB

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