BsRenderBeast.cpp 32 KB

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  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. #include "BsMeshData.h"
  33. using namespace std::placeholders;
  34. namespace BansheeEngine
  35. {
  36. RenderBeast::RendererFrame::RendererFrame(float delta, const RendererAnimationData& animData)
  37. :delta(delta), animData(animData)
  38. { }
  39. RenderBeast::RenderBeast()
  40. : mDefaultMaterial(nullptr), mPointLightInMat(nullptr), mPointLightOutMat(nullptr), mDirLightMat(nullptr)
  41. , mObjectRenderer(nullptr), mOptions(bs_shared_ptr_new<RenderBeastOptions>()), mOptionsDirty(true)
  42. { }
  43. const StringID& RenderBeast::getName() const
  44. {
  45. static StringID name = "RenderBeast";
  46. return name;
  47. }
  48. void RenderBeast::initialize()
  49. {
  50. CoreRenderer::initialize();
  51. CoreThread::instance().queueCommand(std::bind(&RenderBeast::initializeCore, this));
  52. }
  53. void RenderBeast::destroy()
  54. {
  55. CoreRenderer::destroy();
  56. gCoreAccessor().queueCommand(std::bind(&RenderBeast::destroyCore, this));
  57. gCoreAccessor().submitToCoreThread(true);
  58. }
  59. void RenderBeast::initializeCore()
  60. {
  61. RendererUtility::startUp();
  62. mCoreOptions = bs_shared_ptr_new<RenderBeastOptions>();
  63. mObjectRenderer = bs_new<ObjectRenderer>();
  64. mDefaultMaterial = bs_new<DefaultMaterial>();
  65. mPointLightInMat = bs_new<PointLightInMat>();
  66. mPointLightOutMat = bs_new<PointLightOutMat>();
  67. mDirLightMat = bs_new<DirectionalLightMat>();
  68. RenderTexturePool::startUp();
  69. PostProcessing::startUp();
  70. }
  71. void RenderBeast::destroyCore()
  72. {
  73. if (mObjectRenderer != nullptr)
  74. bs_delete(mObjectRenderer);
  75. mRenderTargets.clear();
  76. mCameras.clear();
  77. mRenderables.clear();
  78. mVisibility.clear();
  79. PostProcessing::shutDown();
  80. RenderTexturePool::shutDown();
  81. bs_delete(mDefaultMaterial);
  82. bs_delete(mPointLightInMat);
  83. bs_delete(mPointLightOutMat);
  84. bs_delete(mDirLightMat);
  85. RendererUtility::shutDown();
  86. assert(mSamplerOverrides.empty());
  87. }
  88. void RenderBeast::notifyRenderableAdded(RenderableCore* renderable)
  89. {
  90. UINT32 renderableId = (UINT32)mRenderables.size();
  91. renderable->setRendererId(renderableId);
  92. mRenderables.push_back(RendererObject());
  93. mRenderableShaderData.push_back(RenderableShaderData());
  94. mWorldBounds.push_back(renderable->getBounds());
  95. mVisibility.push_back(false);
  96. RendererObject& rendererObject = mRenderables.back();
  97. rendererObject.renderable = renderable;
  98. RenderableShaderData& shaderData = mRenderableShaderData.back();
  99. shaderData.worldTransform = renderable->getTransform();
  100. shaderData.invWorldTransform = shaderData.worldTransform.inverseAffine();
  101. shaderData.worldNoScaleTransform = renderable->getTransformNoScale();
  102. shaderData.invWorldNoScaleTransform = shaderData.worldNoScaleTransform.inverseAffine();
  103. shaderData.worldDeterminantSign = shaderData.worldTransform.determinant3x3() >= 0.0f ? 1.0f : -1.0f;
  104. SPtr<MeshCore> mesh = renderable->getMesh();
  105. if (mesh != nullptr)
  106. {
  107. const MeshProperties& meshProps = mesh->getProperties();
  108. SPtr<VertexDeclarationCore> vertexDecl = mesh->getVertexData()->vertexDeclaration;
  109. for (UINT32 i = 0; i < meshProps.getNumSubMeshes(); i++)
  110. {
  111. rendererObject.elements.push_back(BeastRenderableElement());
  112. BeastRenderableElement& renElement = rendererObject.elements.back();
  113. renElement.mesh = mesh;
  114. renElement.subMesh = meshProps.getSubMesh(i);
  115. renElement.renderableId = renderableId;
  116. renElement.animType = renderable->getAnimType();
  117. renElement.animationId = renderable->getAnimationId();
  118. renElement.morphShapeVersion = 0;
  119. renElement.material = renderable->getMaterial(i);
  120. if (renElement.material == nullptr)
  121. renElement.material = renderable->getMaterial(0);
  122. if (renElement.material != nullptr && renElement.material->getShader() == nullptr)
  123. renElement.material = nullptr;
  124. // If no material use the default material
  125. if (renElement.material == nullptr)
  126. renElement.material = mDefaultMaterial->getMaterial();
  127. // Determine which technique to use
  128. static StringID techniqueIDLookup[4] = { StringID::NONE, RTag_Skinned, RTag_Morph, RTag_SkinnedMorph };
  129. static_assert((UINT32)RenderableAnimType::Count == 4, "RenderableAnimType is expected to have four sequential entries.");
  130. UINT32 techniqueIdx = -1;
  131. RenderableAnimType animType = renderable->getAnimType();
  132. if(animType != RenderableAnimType::None)
  133. techniqueIdx = renElement.material->findTechnique(techniqueIDLookup[(int)animType]);
  134. if (techniqueIdx == (UINT32)-1)
  135. techniqueIdx = renElement.material->getDefaultTechnique();
  136. renElement.techniqueIdx = techniqueIdx;
  137. // Validate mesh <-> shader vertex bindings
  138. if (renElement.material != nullptr)
  139. {
  140. UINT32 numPasses = renElement.material->getNumPasses(techniqueIdx);
  141. for (UINT32 j = 0; j < numPasses; j++)
  142. {
  143. SPtr<PassCore> pass = renElement.material->getPass(j, techniqueIdx);
  144. SPtr<VertexDeclarationCore> shaderDecl = pass->getVertexProgram()->getInputDeclaration();
  145. if (!vertexDecl->isCompatible(shaderDecl))
  146. {
  147. Vector<VertexElement> missingElements = vertexDecl->getMissingElements(shaderDecl);
  148. // If using morph shapes ignore POSITION1 and NORMAL1 missing since we assign them from within the renderer
  149. if(animType == RenderableAnimType::Morph || animType == RenderableAnimType::SkinnedMorph)
  150. {
  151. std::remove_if(missingElements.begin(), missingElements.end(), [](const VertexElement& x)
  152. {
  153. return (x.getSemantic() == VES_POSITION && x.getSemanticIdx() == 1) ||
  154. (x.getSemantic() == VES_NORMAL && x.getSemanticIdx() == 1);
  155. });
  156. }
  157. if (!missingElements.empty())
  158. {
  159. StringStream wrnStream;
  160. wrnStream << "Provided mesh is missing required vertex attributes to render with the provided shader. Missing elements: " << std::endl;
  161. for (auto& entry : missingElements)
  162. wrnStream << "\t" << toString(entry.getSemantic()) << entry.getSemanticIdx() << std::endl;
  163. LOGWRN(wrnStream.str());
  164. break;
  165. }
  166. }
  167. }
  168. }
  169. // Generate or assigned renderer specific data for the material
  170. Any materialInfo = renElement.material->getRendererData();
  171. if(materialInfo.empty())
  172. {
  173. RendererMaterial matInfo;
  174. matInfo.params.resize(techniqueIdx + 1);
  175. matInfo.params[techniqueIdx] = renElement.material->createParamsSet(techniqueIdx);
  176. matInfo.matVersion = renElement.material->getVersion();
  177. renElement.material->updateParamsSet(matInfo.params[techniqueIdx], techniqueIdx, true);
  178. renElement.material->setRendererData(matInfo);
  179. renElement.params = matInfo.params[techniqueIdx];
  180. }
  181. else
  182. {
  183. RendererMaterial& matInfo = any_cast_ref<RendererMaterial>(materialInfo);
  184. if (matInfo.params.size() <= techniqueIdx)
  185. matInfo.params.resize(techniqueIdx + 1);
  186. if(matInfo.params[techniqueIdx] == nullptr || matInfo.matVersion != renElement.material->getVersion())
  187. {
  188. matInfo.params[techniqueIdx] = renElement.material->createParamsSet(techniqueIdx);
  189. matInfo.matVersion = renElement.material->getVersion();
  190. renElement.material->updateParamsSet(matInfo.params[techniqueIdx], techniqueIdx, true);
  191. }
  192. renElement.params = matInfo.params[techniqueIdx];
  193. }
  194. // Generate or assign sampler state overrides
  195. SamplerOverrideKey samplerKey(renElement.material, techniqueIdx);
  196. auto iterFind = mSamplerOverrides.find(samplerKey);
  197. if (iterFind != mSamplerOverrides.end())
  198. {
  199. renElement.samplerOverrides = iterFind->second;
  200. iterFind->second->refCount++;
  201. }
  202. else
  203. {
  204. SPtr<ShaderCore> shader = renElement.material->getShader();
  205. MaterialSamplerOverrides* samplerOverrides = SamplerOverrideUtility::generateSamplerOverrides(shader,
  206. renElement.material->_getInternalParams(), renElement.params, mCoreOptions);
  207. mSamplerOverrides[samplerKey] = samplerOverrides;
  208. renElement.samplerOverrides = samplerOverrides;
  209. samplerOverrides->refCount++;
  210. }
  211. mObjectRenderer->initElement(renElement);
  212. }
  213. }
  214. }
  215. void RenderBeast::notifyRenderableRemoved(RenderableCore* renderable)
  216. {
  217. UINT32 renderableId = renderable->getRendererId();
  218. RenderableCore* lastRenerable = mRenderables.back().renderable;
  219. UINT32 lastRenderableId = lastRenerable->getRendererId();
  220. Vector<BeastRenderableElement>& elements = mRenderables[renderableId].elements;
  221. for (auto& element : elements)
  222. {
  223. SamplerOverrideKey samplerKey(element.material, element.techniqueIdx);
  224. auto iterFind = mSamplerOverrides.find(samplerKey);
  225. assert(iterFind != mSamplerOverrides.end());
  226. MaterialSamplerOverrides* samplerOverrides = iterFind->second;
  227. samplerOverrides->refCount--;
  228. if (samplerOverrides->refCount == 0)
  229. {
  230. SamplerOverrideUtility::destroySamplerOverrides(samplerOverrides);
  231. mSamplerOverrides.erase(iterFind);
  232. }
  233. element.samplerOverrides = nullptr;
  234. }
  235. if (renderableId != lastRenderableId)
  236. {
  237. // Swap current last element with the one we want to erase
  238. std::swap(mRenderables[renderableId], mRenderables[lastRenderableId]);
  239. std::swap(mWorldBounds[renderableId], mWorldBounds[lastRenderableId]);
  240. std::swap(mRenderableShaderData[renderableId], mRenderableShaderData[lastRenderableId]);
  241. lastRenerable->setRendererId(renderableId);
  242. for (auto& element : elements)
  243. element.renderableId = renderableId;
  244. }
  245. // Last element is the one we want to erase
  246. mRenderables.erase(mRenderables.end() - 1);
  247. mWorldBounds.erase(mWorldBounds.end() - 1);
  248. mRenderableShaderData.erase(mRenderableShaderData.end() - 1);
  249. mVisibility.erase(mVisibility.end() - 1);
  250. }
  251. void RenderBeast::notifyRenderableUpdated(RenderableCore* renderable)
  252. {
  253. UINT32 renderableId = renderable->getRendererId();
  254. RenderableShaderData& shaderData = mRenderableShaderData[renderableId];
  255. shaderData.worldTransform = renderable->getTransform();
  256. shaderData.invWorldTransform = shaderData.worldTransform.inverseAffine();
  257. shaderData.worldNoScaleTransform = renderable->getTransformNoScale();
  258. shaderData.invWorldNoScaleTransform = shaderData.worldNoScaleTransform.inverseAffine();
  259. shaderData.worldDeterminantSign = shaderData.worldTransform.determinant3x3() >= 0.0f ? 1.0f : -1.0f;
  260. mWorldBounds[renderableId] = renderable->getBounds();
  261. }
  262. void RenderBeast::notifyLightAdded(LightCore* light)
  263. {
  264. if (light->getType() == LightType::Directional)
  265. {
  266. UINT32 lightId = (UINT32)mDirectionalLights.size();
  267. light->setRendererId(lightId);
  268. mDirectionalLights.push_back(RendererLight());
  269. RendererLight& lightData = mDirectionalLights.back();
  270. lightData.internal = light;
  271. }
  272. else
  273. {
  274. UINT32 lightId = (UINT32)mPointLights.size();
  275. light->setRendererId(lightId);
  276. mPointLights.push_back(RendererLight());
  277. mLightWorldBounds.push_back(light->getBounds());
  278. RendererLight& lightData = mPointLights.back();
  279. lightData.internal = light;
  280. }
  281. }
  282. void RenderBeast::notifyLightUpdated(LightCore* light)
  283. {
  284. UINT32 lightId = light->getRendererId();
  285. if (light->getType() != LightType::Directional)
  286. mLightWorldBounds[lightId] = light->getBounds();
  287. }
  288. void RenderBeast::notifyLightRemoved(LightCore* light)
  289. {
  290. UINT32 lightId = light->getRendererId();
  291. if (light->getType() == LightType::Directional)
  292. {
  293. LightCore* lastLight = mDirectionalLights.back().internal;
  294. UINT32 lastLightId = lastLight->getRendererId();
  295. if (lightId != lastLightId)
  296. {
  297. // Swap current last element with the one we want to erase
  298. std::swap(mDirectionalLights[lightId], mDirectionalLights[lastLightId]);
  299. lastLight->setRendererId(lightId);
  300. }
  301. // Last element is the one we want to erase
  302. mDirectionalLights.erase(mDirectionalLights.end() - 1);
  303. }
  304. else
  305. {
  306. LightCore* lastLight = mPointLights.back().internal;
  307. UINT32 lastLightId = lastLight->getRendererId();
  308. if (lightId != lastLightId)
  309. {
  310. // Swap current last element with the one we want to erase
  311. std::swap(mPointLights[lightId], mPointLights[lastLightId]);
  312. std::swap(mLightWorldBounds[lightId], mLightWorldBounds[lastLightId]);
  313. lastLight->setRendererId(lightId);
  314. }
  315. // Last element is the one we want to erase
  316. mPointLights.erase(mPointLights.end() - 1);
  317. mLightWorldBounds.erase(mLightWorldBounds.end() - 1);
  318. }
  319. }
  320. void RenderBeast::notifyCameraAdded(const CameraCore* camera)
  321. {
  322. updateCameraData(camera);
  323. }
  324. void RenderBeast::notifyCameraUpdated(const CameraCore* camera, UINT32 updateFlag)
  325. {
  326. if((updateFlag & (UINT32)CameraDirtyFlag::Everything) != 0)
  327. {
  328. updateCameraData(camera);
  329. }
  330. else if((updateFlag & (UINT32)CameraDirtyFlag::PostProcess) != 0)
  331. {
  332. RendererCamera& rendererCam = mCameras[camera];
  333. rendererCam.updatePP();
  334. }
  335. }
  336. void RenderBeast::notifyCameraRemoved(const CameraCore* camera)
  337. {
  338. updateCameraData(camera, true);
  339. }
  340. const RenderableElement* RenderBeast::getRenderableElem(UINT32 id, UINT32 subMeshIdx)
  341. {
  342. if (id >= (UINT32)mRenderables.size())
  343. return nullptr;
  344. if (subMeshIdx >= (UINT32)mRenderables[id].elements.size())
  345. return nullptr;
  346. return &mRenderables[id].elements[subMeshIdx];
  347. }
  348. SPtr<PostProcessSettings> RenderBeast::createPostProcessSettings() const
  349. {
  350. return bs_shared_ptr_new<StandardPostProcessSettings>();
  351. }
  352. void RenderBeast::updateCameraData(const CameraCore* camera, bool forceRemove)
  353. {
  354. SPtr<RenderTargetCore> renderTarget = camera->getViewport()->getTarget();
  355. if(forceRemove)
  356. {
  357. mCameras.erase(camera);
  358. renderTarget = nullptr;
  359. }
  360. else
  361. {
  362. mCameras[camera] = RendererCamera(camera, mCoreOptions->stateReductionMode);
  363. }
  364. // Remove from render target list
  365. int rtChanged = 0; // 0 - No RT, 1 - RT found, 2 - RT changed
  366. for (auto iterTarget = mRenderTargets.begin(); iterTarget != mRenderTargets.end(); ++iterTarget)
  367. {
  368. RendererRenderTarget& target = *iterTarget;
  369. for (auto iterCam = target.cameras.begin(); iterCam != target.cameras.end(); ++iterCam)
  370. {
  371. if (camera == *iterCam)
  372. {
  373. if (renderTarget != target.target)
  374. {
  375. target.cameras.erase(iterCam);
  376. rtChanged = 2;
  377. }
  378. else
  379. rtChanged = 1;
  380. break;
  381. }
  382. }
  383. if (target.cameras.empty())
  384. {
  385. mRenderTargets.erase(iterTarget);
  386. break;
  387. }
  388. }
  389. // Register in render target list
  390. if (renderTarget != nullptr && (rtChanged == 0 || rtChanged == 2))
  391. {
  392. auto findIter = std::find_if(mRenderTargets.begin(), mRenderTargets.end(),
  393. [&](const RendererRenderTarget& x) { return x.target == renderTarget; });
  394. if (findIter != mRenderTargets.end())
  395. {
  396. findIter->cameras.push_back(camera);
  397. }
  398. else
  399. {
  400. mRenderTargets.push_back(RendererRenderTarget());
  401. RendererRenderTarget& renderTargetData = mRenderTargets.back();
  402. renderTargetData.target = renderTarget;
  403. renderTargetData.cameras.push_back(camera);
  404. }
  405. // Sort render targets based on priority
  406. auto cameraComparer = [&](const CameraCore* a, const CameraCore* b) { return a->getPriority() > b->getPriority(); };
  407. auto renderTargetInfoComparer = [&](const RendererRenderTarget& a, const RendererRenderTarget& b)
  408. { return a.target->getProperties().getPriority() > b.target->getProperties().getPriority(); };
  409. std::sort(begin(mRenderTargets), end(mRenderTargets), renderTargetInfoComparer);
  410. for (auto& camerasPerTarget : mRenderTargets)
  411. {
  412. Vector<const CameraCore*>& cameras = camerasPerTarget.cameras;
  413. std::sort(begin(cameras), end(cameras), cameraComparer);
  414. }
  415. }
  416. }
  417. void RenderBeast::setOptions(const SPtr<CoreRendererOptions>& options)
  418. {
  419. mOptions = std::static_pointer_cast<RenderBeastOptions>(options);
  420. mOptionsDirty = true;
  421. }
  422. SPtr<CoreRendererOptions> RenderBeast::getOptions() const
  423. {
  424. return mOptions;
  425. }
  426. void RenderBeast::syncOptions(const RenderBeastOptions& options)
  427. {
  428. bool filteringChanged = mCoreOptions->filtering != options.filtering;
  429. if (options.filtering == RenderBeastFiltering::Anisotropic)
  430. filteringChanged |= mCoreOptions->anisotropyMax != options.anisotropyMax;
  431. if (filteringChanged)
  432. refreshSamplerOverrides(true);
  433. *mCoreOptions = options;
  434. for (auto& entry : mCameras)
  435. {
  436. RendererCamera& rendererCam = entry.second;
  437. rendererCam.update(mCoreOptions->stateReductionMode);
  438. }
  439. }
  440. void RenderBeast::renderAll()
  441. {
  442. // Sync all dirty sim thread CoreObject data to core thread
  443. CoreObjectManager::instance().syncToCore(gCoreAccessor());
  444. if (mOptionsDirty)
  445. {
  446. gCoreAccessor().queueCommand(std::bind(&RenderBeast::syncOptions, this, *mOptions));
  447. mOptionsDirty = false;
  448. }
  449. gCoreAccessor().queueCommand(std::bind(&RenderBeast::renderAllCore, this, gTime().getTime(), gTime().getFrameDelta()));
  450. }
  451. void RenderBeast::renderAllCore(float time, float delta)
  452. {
  453. THROW_IF_NOT_CORE_THREAD;
  454. gProfilerCPU().beginSample("renderAllCore");
  455. // Note: I'm iterating over all sampler states every frame. If this ends up being a performance
  456. // issue consider handling this internally in MaterialCore which can only do it when sampler states
  457. // are actually modified after sync
  458. refreshSamplerOverrides();
  459. // Update global per-frame hardware buffers
  460. mObjectRenderer->setParamFrameParams(time);
  461. // Generate render queues per camera
  462. mVisibility.assign(mVisibility.size(), false);
  463. for (auto& entry : mCameras)
  464. entry.second.determineVisible(mRenderables, mWorldBounds, mVisibility);
  465. AnimationManager::instance().waitUntilComplete();
  466. const RendererAnimationData& animData = AnimationManager::instance().getRendererData();
  467. RendererFrame frameInfo(delta, animData);
  468. // Update bone matrix buffers
  469. UINT32 numRenderables = (UINT32)mRenderables.size();
  470. for (UINT32 i = 0; i < numRenderables; i++)
  471. {
  472. if (!mVisibility[i])
  473. continue;
  474. for (auto& element : mRenderables[i].elements)
  475. mObjectRenderer->updateAnimationBuffers(element, animData);
  476. // TODO - Also move per-object buffer updates here (will require worldViewProj matrix to be moved to a separate buffer (or a push constant))
  477. // TODO - Before uploading bone matrices and per-object data, check if it has actually been changed since last frame (most objects will be static)
  478. // TODO - Also move per-camera buffer updates in a separate loop
  479. }
  480. // TODO - When porting to Vulkan, start upload and issue barrier (but somehow avoid blocking too long here?)
  481. // Render everything, target by target
  482. for (auto& rtInfo : mRenderTargets)
  483. {
  484. SPtr<RenderTargetCore> target = rtInfo.target;
  485. Vector<const CameraCore*>& cameras = rtInfo.cameras;
  486. RenderAPICore::instance().beginFrame();
  487. UINT32 numCameras = (UINT32)cameras.size();
  488. for (UINT32 i = 0; i < numCameras; i++)
  489. {
  490. bool isOverlayCamera = cameras[i]->getFlags().isSet(CameraFlag::Overlay);
  491. if (!isOverlayCamera)
  492. render(frameInfo, rtInfo, i);
  493. else
  494. renderOverlay(frameInfo, rtInfo, i);
  495. }
  496. RenderAPICore::instance().endFrame();
  497. RenderAPICore::instance().swapBuffers(target);
  498. }
  499. gProfilerCPU().endSample("renderAllCore");
  500. }
  501. void RenderBeast::render(const RendererFrame& frameInfo, RendererRenderTarget& rtInfo, UINT32 camIdx)
  502. {
  503. gProfilerCPU().beginSample("Render");
  504. const CameraCore* camera = rtInfo.cameras[camIdx];
  505. RendererCamera& rendererCam = mCameras[camera];
  506. CameraShaderData cameraShaderData = rendererCam.getShaderData();
  507. assert(!camera->getFlags().isSet(CameraFlag::Overlay));
  508. mObjectRenderer->setPerCameraParams(cameraShaderData);
  509. rendererCam.beginRendering(true);
  510. SPtr<RenderTargets> renderTargets = rendererCam.getRenderTargets();
  511. renderTargets->bindGBuffer();
  512. //// Trigger pre-scene callbacks
  513. auto iterCameraCallbacks = mRenderCallbacks.find(camera);
  514. if (iterCameraCallbacks != mRenderCallbacks.end())
  515. {
  516. for (auto& callbackPair : iterCameraCallbacks->second)
  517. {
  518. const RenderCallbackData& callbackData = callbackPair.second;
  519. if (callbackData.overlay)
  520. continue;
  521. if (callbackPair.first >= 0)
  522. break;
  523. callbackData.callback();
  524. }
  525. }
  526. //// Render base pass
  527. const Vector<RenderQueueElement>& opaqueElements = rendererCam.getOpaqueQueue()->getSortedElements();
  528. for (auto iter = opaqueElements.begin(); iter != opaqueElements.end(); ++iter)
  529. {
  530. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  531. renderElement(*renderElem, iter->passIdx, iter->applyPass, frameInfo, cameraShaderData.viewProj);
  532. }
  533. renderTargets->bindSceneColor(true);
  534. //// Render light pass
  535. {
  536. SPtr<GpuParamBlockBufferCore> perCameraBuffer = mObjectRenderer->getPerCameraParams().getBuffer();
  537. mDirLightMat->bind(renderTargets, perCameraBuffer);
  538. for (auto& light : mDirectionalLights)
  539. {
  540. if (!light.internal->getIsActive())
  541. continue;
  542. mDirLightMat->setPerLightParams(light.internal);
  543. gRendererUtility().drawScreenQuad();
  544. }
  545. // Draw point lights which our camera is within
  546. // TODO - Possibly use instanced drawing here as only two meshes are drawn with various properties
  547. mPointLightInMat->bind(renderTargets, perCameraBuffer);
  548. // TODO - Cull lights based on visibility, right now I just iterate over all of them.
  549. for (auto& light : mPointLights)
  550. {
  551. if (!light.internal->getIsActive())
  552. continue;
  553. float distToLight = (light.internal->getBounds().getCenter() - camera->getPosition()).squaredLength();
  554. float boundRadius = light.internal->getBounds().getRadius() * 1.05f + camera->getNearClipDistance() * 2.0f;
  555. bool cameraInLightGeometry = distToLight < boundRadius * boundRadius;
  556. if (!cameraInLightGeometry)
  557. continue;
  558. mPointLightInMat->setPerLightParams(light.internal);
  559. SPtr<MeshCore> mesh = light.internal->getMesh();
  560. gRendererUtility().draw(mesh, mesh->getProperties().getSubMesh(0));
  561. }
  562. // Draw other point lights
  563. mPointLightOutMat->bind(renderTargets, perCameraBuffer);
  564. for (auto& light : mPointLights)
  565. {
  566. if (!light.internal->getIsActive())
  567. continue;
  568. float distToLight = (light.internal->getBounds().getCenter() - camera->getPosition()).squaredLength();
  569. float boundRadius = light.internal->getBounds().getRadius() * 1.05f + camera->getNearClipDistance() * 2.0f;
  570. bool cameraInLightGeometry = distToLight < boundRadius * boundRadius;
  571. if (cameraInLightGeometry)
  572. continue;
  573. mPointLightOutMat->setPerLightParams(light.internal);
  574. SPtr<MeshCore> mesh = light.internal->getMesh();
  575. gRendererUtility().draw(mesh, mesh->getProperties().getSubMesh(0));
  576. }
  577. }
  578. renderTargets->bindSceneColor(false);
  579. // Render transparent objects (TODO - No lighting yet)
  580. const Vector<RenderQueueElement>& transparentElements = rendererCam.getTransparentQueue()->getSortedElements();
  581. for (auto iter = transparentElements.begin(); iter != transparentElements.end(); ++iter)
  582. {
  583. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  584. renderElement(*renderElem, iter->passIdx, iter->applyPass, frameInfo, cameraShaderData.viewProj);
  585. }
  586. // Render non-overlay post-scene callbacks
  587. if (iterCameraCallbacks != mRenderCallbacks.end())
  588. {
  589. for (auto& callbackPair : iterCameraCallbacks->second)
  590. {
  591. const RenderCallbackData& callbackData = callbackPair.second;
  592. if (callbackData.overlay || callbackPair.first < 0)
  593. continue;
  594. callbackData.callback();
  595. }
  596. }
  597. // TODO - If GBuffer has multiple samples, I should resolve them before post-processing
  598. PostProcessing::instance().postProcess(renderTargets->getSceneColorRT(),
  599. camera, rendererCam.getPPInfo(), frameInfo.delta);
  600. // Render overlay post-scene callbacks
  601. if (iterCameraCallbacks != mRenderCallbacks.end())
  602. {
  603. for (auto& callbackPair : iterCameraCallbacks->second)
  604. {
  605. const RenderCallbackData& callbackData = callbackPair.second;
  606. if (!callbackData.overlay)
  607. continue;
  608. callbackData.callback();
  609. }
  610. }
  611. rendererCam.endRendering();
  612. gProfilerCPU().endSample("Render");
  613. }
  614. void RenderBeast::renderOverlay(const RendererFrame& frameInfo, RendererRenderTarget& rtData, UINT32 camIdx)
  615. {
  616. gProfilerCPU().beginSample("RenderOverlay");
  617. const CameraCore* camera = rtData.cameras[camIdx];
  618. assert(camera->getFlags().isSet(CameraFlag::Overlay));
  619. SPtr<ViewportCore> viewport = camera->getViewport();
  620. RendererCamera& rendererCam = mCameras[camera];
  621. CameraShaderData cameraShaderData = rendererCam.getShaderData();
  622. mObjectRenderer->setPerCameraParams(cameraShaderData);
  623. rendererCam.beginRendering(false);
  624. SPtr<RenderTargetCore> target = rtData.target;
  625. RenderAPICore::instance().setRenderTarget(target);
  626. RenderAPICore::instance().setViewport(viewport->getNormArea());
  627. // If first camera in render target, prepare the render target
  628. if (camIdx == 0)
  629. {
  630. UINT32 clearBuffers = 0;
  631. if (viewport->getRequiresColorClear())
  632. clearBuffers |= FBT_COLOR;
  633. if (viewport->getRequiresDepthClear())
  634. clearBuffers |= FBT_DEPTH;
  635. if (viewport->getRequiresStencilClear())
  636. clearBuffers |= FBT_STENCIL;
  637. if (clearBuffers != 0)
  638. {
  639. RenderAPICore::instance().clearViewport(clearBuffers, viewport->getClearColor(),
  640. viewport->getClearDepthValue(), viewport->getClearStencilValue());
  641. }
  642. }
  643. // Render overlay post-scene callbacks
  644. auto iterCameraCallbacks = mRenderCallbacks.find(camera);
  645. if (iterCameraCallbacks != mRenderCallbacks.end())
  646. {
  647. for (auto& callbackPair : iterCameraCallbacks->second)
  648. {
  649. const RenderCallbackData& callbackData = callbackPair.second;
  650. if (!callbackData.overlay)
  651. continue;
  652. callbackData.callback();
  653. }
  654. }
  655. rendererCam.endRendering();
  656. gProfilerCPU().endSample("RenderOverlay");
  657. }
  658. void RenderBeast::renderElement(const BeastRenderableElement& element, UINT32 passIdx, bool bindPass,
  659. const RendererFrame& frameInfo, const Matrix4& viewProj)
  660. {
  661. SPtr<MaterialCore> material = element.material;
  662. UINT32 rendererId = element.renderableId;
  663. Matrix4 worldViewProjMatrix = viewProj * mRenderableShaderData[rendererId].worldTransform;
  664. SPtr<GpuBufferCore> boneMatrices = element.boneMatrixBuffer;
  665. mObjectRenderer->setPerObjectParams(element, mRenderableShaderData[rendererId], worldViewProjMatrix, boneMatrices);
  666. material->updateParamsSet(element.params, element.techniqueIdx);
  667. if (bindPass)
  668. RendererUtility::instance().setPass(material, passIdx, element.techniqueIdx);
  669. if (element.samplerOverrides != nullptr)
  670. setPassParams(element.params, element.samplerOverrides, passIdx);
  671. else
  672. setPassParams(element.params, nullptr, passIdx);
  673. gRendererUtility().drawMorph(element.mesh, element.subMesh, element.morphShapeBuffer);
  674. }
  675. void RenderBeast::refreshSamplerOverrides(bool force)
  676. {
  677. for (auto& entry : mSamplerOverrides)
  678. {
  679. SPtr<MaterialParamsCore> materialParams = entry.first.material->_getInternalParams();
  680. MaterialSamplerOverrides* materialOverrides = entry.second;
  681. for(UINT32 i = 0; i < materialOverrides->numOverrides; i++)
  682. {
  683. SamplerOverride& override = materialOverrides->overrides[i];
  684. const MaterialParamsBase::ParamData* materialParamData = materialParams->getParamData(override.paramIdx);
  685. SPtr<SamplerStateCore> samplerState;
  686. materialParams->getSamplerState(materialParamData->index, samplerState);
  687. UINT64 hash = 0;
  688. if (samplerState != nullptr)
  689. hash = samplerState->getProperties().getHash();
  690. if (hash != override.originalStateHash || force)
  691. {
  692. if (samplerState != nullptr)
  693. override.state = SamplerOverrideUtility::generateSamplerOverride(samplerState, mCoreOptions);
  694. else
  695. override.state = SamplerOverrideUtility::generateSamplerOverride(SamplerStateCore::getDefault(), mCoreOptions);;
  696. }
  697. }
  698. }
  699. }
  700. void RenderBeast::setPassParams(const SPtr<GpuParamsSetCore>& paramsSet, const MaterialSamplerOverrides* samplerOverrides,
  701. UINT32 passIdx)
  702. {
  703. THROW_IF_NOT_CORE_THREAD;
  704. RenderAPICore& rapi = RenderAPICore::instance();
  705. struct StageData
  706. {
  707. GpuProgramType type;
  708. SPtr<GpuParamsCore> params;
  709. };
  710. const UINT32 numStages = 6;
  711. GpuProgramType stages[numStages] =
  712. {
  713. { GPT_VERTEX_PROGRAM },
  714. { GPT_FRAGMENT_PROGRAM },
  715. { GPT_GEOMETRY_PROGRAM },
  716. { GPT_HULL_PROGRAM },
  717. { GPT_DOMAIN_PROGRAM },
  718. { GPT_COMPUTE_PROGRAM }
  719. };
  720. for (UINT32 i = 0; i < numStages; i++)
  721. {
  722. SPtr<GpuParamsCore> params = paramsSet->getGpuParams(stages[i], passIdx);
  723. if (params == nullptr)
  724. continue;
  725. const GpuParamDesc& paramDesc = params->getParamDesc();
  726. for (auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  727. {
  728. SPtr<SamplerStateCore> samplerState;
  729. if (samplerOverrides != nullptr)
  730. {
  731. UINT32 overrideIndex = samplerOverrides->passes[passIdx].stages[i].stateOverrides[iter->second.slot];
  732. if(overrideIndex != (UINT32)-1)
  733. samplerState = samplerOverrides->overrides[overrideIndex].state;
  734. }
  735. if(samplerState == nullptr)
  736. samplerState = params->getSamplerState(iter->second.slot);
  737. if (samplerState == nullptr)
  738. rapi.setSamplerState(stages[i], iter->second.slot, SamplerStateCore::getDefault());
  739. else
  740. rapi.setSamplerState(stages[i], iter->second.slot, samplerState);
  741. }
  742. for (auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
  743. {
  744. SPtr<TextureCore> texture = params->getTexture(iter->second.slot);
  745. rapi.setTexture(stages[i], iter->second.slot, texture);
  746. }
  747. for (auto iter = paramDesc.loadStoreTextures.begin(); iter != paramDesc.loadStoreTextures.end(); ++iter)
  748. {
  749. SPtr<TextureCore> texture = params->getLoadStoreTexture(iter->second.slot);
  750. const TextureSurface& surface = params->getLoadStoreSurface(iter->second.slot);
  751. if (texture == nullptr)
  752. rapi.setLoadStoreTexture(stages[i], iter->second.slot, false, nullptr, surface);
  753. else
  754. rapi.setLoadStoreTexture(stages[i], iter->second.slot, true, texture, surface);
  755. }
  756. for (auto iter = paramDesc.buffers.begin(); iter != paramDesc.buffers.end(); ++iter)
  757. {
  758. SPtr<GpuBufferCore> buffer = params->getBuffer(iter->second.slot);
  759. bool isLoadStore = iter->second.type != GPOT_BYTE_BUFFER &&
  760. iter->second.type != GPOT_STRUCTURED_BUFFER;
  761. rapi.setBuffer(stages[i], iter->second.slot, buffer, isLoadStore);
  762. }
  763. for (auto iter = paramDesc.paramBlocks.begin(); iter != paramDesc.paramBlocks.end(); ++iter)
  764. {
  765. SPtr<GpuParamBlockBufferCore> blockBuffer = params->getParamBlockBuffer(iter->second.slot);
  766. blockBuffer->flushToGPU();
  767. rapi.setParamBuffer(stages[i], iter->second.slot, blockBuffer, paramDesc);
  768. }
  769. }
  770. }
  771. }