BsRenderBeast.cpp 25 KB

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  1. #include "BsRenderBeast.h"
  2. #include "BsCCamera.h"
  3. #include "BsSceneObject.h"
  4. #include "BsSceneManager.h"
  5. #include "BsCRenderable.h"
  6. #include "BsMaterial.h"
  7. #include "BsMesh.h"
  8. #include "BsPass.h"
  9. #include "BsBlendState.h"
  10. #include "BsRasterizerState.h"
  11. #include "BsDepthStencilState.h"
  12. #include "BsSamplerState.h"
  13. #include "BsCoreApplication.h"
  14. #include "BsViewport.h"
  15. #include "BsRenderTarget.h"
  16. #include "BsRenderQueue.h"
  17. #include "BsGUIManager.h"
  18. #include "BsCoreThread.h"
  19. #include "BsGpuParams.h"
  20. #include "BsProfilerCPU.h"
  21. #include "BsShader.h"
  22. #include "BsTechnique.h"
  23. #include "BsHardwareBufferManager.h"
  24. #include "BsGpuParamBlockBuffer.h"
  25. #include "BsShader.h"
  26. #include "BsLitTexRenderableController.h"
  27. #include "BsTime.h"
  28. #include "BsRenderableElement.h"
  29. #include "BsFrameAlloc.h"
  30. #include "BsCoreObjectManager.h"
  31. #include "BsRenderBeastOptions.h"
  32. #include "BsSamplerOverrides.h"
  33. #include "BsLight.h"
  34. #include "BsRenderTexturePool.h"
  35. using namespace std::placeholders;
  36. namespace BansheeEngine
  37. {
  38. RenderBeast::RenderBeast()
  39. :mOptions(bs_shared_ptr_new<RenderBeastOptions>()), mOptionsDirty(true)
  40. {
  41. }
  42. const StringID& RenderBeast::getName() const
  43. {
  44. static StringID name = "RenderBeast";
  45. return name;
  46. }
  47. void RenderBeast::_onActivated()
  48. {
  49. CoreRenderer::_onActivated();
  50. gCoreAccessor().queueCommand(std::bind(&RenderBeast::initializeCore, this));
  51. }
  52. void RenderBeast::_onDeactivated()
  53. {
  54. CoreRenderer::_onDeactivated();
  55. gCoreAccessor().queueCommand(std::bind(&RenderBeast::destroyCore, this));
  56. gCoreAccessor().submitToCoreThread(true);
  57. }
  58. void RenderBeast::initializeCore()
  59. {
  60. mCoreOptions = bs_shared_ptr_new<RenderBeastOptions>();
  61. mLitTexHandler = bs_new<LitTexRenderableController>();
  62. RenderTexturePool::startUp();
  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. RenderTexturePool::shutDown();
  74. assert(mSamplerOverrides.empty());
  75. mDummyMaterial = nullptr;
  76. }
  77. void RenderBeast::_notifyRenderableAdded(RenderableCore* renderable)
  78. {
  79. UINT32 renderableId = (UINT32)mRenderables.size();
  80. renderable->setRendererId(renderableId);
  81. mRenderables.push_back(RenderableData());
  82. mWorldTransforms.push_back(renderable->getTransform());
  83. mWorldBounds.push_back(renderable->getBounds());
  84. RenderableData& renderableData = mRenderables.back();
  85. renderableData.renderable = renderable;
  86. if (renderable->getRenderableType() == RenType_LitTextured)
  87. renderableData.controller = mLitTexHandler;
  88. else
  89. renderableData.controller = nullptr;
  90. SPtr<MeshCore> mesh = renderable->getMesh();
  91. if (mesh != nullptr)
  92. {
  93. const MeshProperties& meshProps = mesh->getProperties();
  94. for (UINT32 i = 0; i < meshProps.getNumSubMeshes(); i++)
  95. {
  96. renderableData.elements.push_back(BeastRenderableElement());
  97. BeastRenderableElement& renElement = renderableData.elements.back();
  98. renElement.mesh = mesh;
  99. renElement.subMesh = meshProps.getSubMesh(i);
  100. renElement.renderableId = renderableId;
  101. renElement.material = renderable->getMaterial(i);
  102. if (renElement.material == nullptr)
  103. renElement.material = renderable->getMaterial(0);
  104. if (renElement.material == nullptr)
  105. renElement.material = mDummyMaterial;
  106. auto iterFind = mSamplerOverrides.find(renElement.material);
  107. if (iterFind != mSamplerOverrides.end())
  108. {
  109. renElement.samplerOverrides = iterFind->second;
  110. iterFind->second->refCount++;
  111. }
  112. else
  113. {
  114. MaterialSamplerOverrides* samplerOverrides = SamplerOverrideUtility::generateSamplerOverrides(renElement.material, mCoreOptions);
  115. mSamplerOverrides[renElement.material] = samplerOverrides;
  116. renElement.samplerOverrides = samplerOverrides;
  117. samplerOverrides->refCount++;
  118. }
  119. if (renderableData.controller != nullptr)
  120. renderableData.controller->initializeRenderElem(renElement);
  121. }
  122. }
  123. }
  124. void RenderBeast::_notifyRenderableRemoved(RenderableCore* renderable)
  125. {
  126. UINT32 renderableId = renderable->getRendererId();
  127. RenderableCore* lastRenerable = mRenderables.back().renderable;
  128. UINT32 lastRenderableId = lastRenerable->getRendererId();
  129. Vector<BeastRenderableElement>& elements = mRenderables[renderableId].elements;
  130. for (auto& element : elements)
  131. {
  132. auto iterFind = mSamplerOverrides.find(element.material);
  133. assert(iterFind != mSamplerOverrides.end());
  134. MaterialSamplerOverrides* samplerOverrides = iterFind->second;
  135. samplerOverrides->refCount--;
  136. if (samplerOverrides->refCount == 0)
  137. {
  138. SamplerOverrideUtility::destroySamplerOverrides(samplerOverrides);
  139. mSamplerOverrides.erase(iterFind);
  140. }
  141. element.samplerOverrides = nullptr;
  142. }
  143. if (renderableId != lastRenderableId)
  144. {
  145. // Swap current last element with the one we want to erase
  146. std::swap(mRenderables[renderableId], mRenderables[lastRenderableId]);
  147. std::swap(mWorldBounds[renderableId], mWorldBounds[lastRenderableId]);
  148. std::swap(mWorldTransforms[renderableId], mWorldTransforms[lastRenderableId]);
  149. lastRenerable->setRendererId(renderableId);
  150. Vector<BeastRenderableElement>& lastRenderableElements = mRenderables[renderableId].elements;
  151. for (auto& element : elements)
  152. element.renderableId = renderableId;
  153. }
  154. // Last element is the one we want to erase
  155. mRenderables.erase(mRenderables.end() - 1);
  156. mWorldBounds.erase(mWorldBounds.end() - 1);
  157. mWorldTransforms.erase(mWorldTransforms.end() - 1);
  158. }
  159. void RenderBeast::_notifyRenderableUpdated(RenderableCore* renderable)
  160. {
  161. UINT32 renderableId = renderable->getRendererId();
  162. mWorldTransforms[renderableId] = renderable->getTransform();
  163. mWorldBounds[renderableId] = renderable->getBounds();
  164. }
  165. void RenderBeast::_notifyLightAdded(LightCore* light)
  166. {
  167. UINT32 lightId = (UINT32)mLights.size();
  168. light->setRendererId(lightId);
  169. mLights.push_back(LightData());
  170. mLightWorldBounds.push_back(light->getBounds());
  171. LightData& lightData = mLights.back();
  172. lightData.internal = light;
  173. }
  174. void RenderBeast::_notifyLightUpdated(LightCore* light)
  175. {
  176. UINT32 lightId = light->getRendererId();
  177. mLightWorldBounds[lightId] = light->getBounds();
  178. }
  179. void RenderBeast::_notifyLightRemoved(LightCore* light)
  180. {
  181. UINT32 lightId = light->getRendererId();
  182. LightCore* lastLight = mLights.back().internal;
  183. UINT32 lastLightId = lastLight->getRendererId();
  184. if (lightId != lastLightId)
  185. {
  186. // Swap current last element with the one we want to erase
  187. std::swap(mLights[lightId], mLights[lastLightId]);
  188. std::swap(mLightWorldBounds[lightId], mLightWorldBounds[lastLightId]);
  189. lastLight->setRendererId(lightId);
  190. }
  191. // Last element is the one we want to erase
  192. mLights.erase(mLights.end() - 1);
  193. mLightWorldBounds.erase(mLightWorldBounds.end() - 1);
  194. }
  195. void RenderBeast::_notifyCameraAdded(const CameraCore* camera)
  196. {
  197. CameraData& camData = mCameraData[camera];
  198. camData.opaqueQueue = bs_shared_ptr_new<RenderQueue>();
  199. camData.transparentQueue = bs_shared_ptr_new<RenderQueue>();
  200. }
  201. void RenderBeast::_notifyCameraRemoved(const CameraCore* camera)
  202. {
  203. mCameraData.erase(camera);
  204. }
  205. void RenderBeast::setOptions(const SPtr<CoreRendererOptions>& options)
  206. {
  207. mOptions = std::static_pointer_cast<RenderBeastOptions>(options);
  208. mOptionsDirty = true;
  209. }
  210. SPtr<CoreRendererOptions> RenderBeast::getOptions() const
  211. {
  212. return mOptions;
  213. }
  214. void RenderBeast::renderAll()
  215. {
  216. // Sync all dirty sim thread CoreObject data to core thread
  217. CoreObjectManager::instance().syncToCore(gCoreAccessor());
  218. if (mOptionsDirty)
  219. {
  220. gCoreAccessor().queueCommand(std::bind(&RenderBeast::syncRenderOptions, this, *mOptions));
  221. mOptionsDirty = false;
  222. }
  223. gCoreAccessor().queueCommand(std::bind(&RenderBeast::renderAllCore, this, gTime().getTime()));
  224. }
  225. void RenderBeast::syncRenderOptions(const RenderBeastOptions& options)
  226. {
  227. bool filteringChanged = mCoreOptions->filtering != options.filtering;
  228. if (options.filtering == RenderBeastFiltering::Anisotropic)
  229. filteringChanged |= mCoreOptions->anisotropyMax != options.anisotropyMax;
  230. if (filteringChanged)
  231. refreshSamplerOverrides(true);
  232. *mCoreOptions = options;
  233. }
  234. void RenderBeast::renderAllCore(float time)
  235. {
  236. THROW_IF_NOT_CORE_THREAD;
  237. // Note: I'm iterating over all sampler states every frame. If this ends up being a performance
  238. // issue consider handling this internally in MaterialCore which can only do it when sampler states
  239. // are actually modified after sync
  240. refreshSamplerOverrides();
  241. // Update global per-frame hardware buffers
  242. mLitTexHandler->updatePerFrameBuffers(time);
  243. // Sort cameras by render target
  244. for (auto& cameraData : mCameraData)
  245. {
  246. const CameraCore* camera = cameraData.first;
  247. SPtr<RenderTargetCore> renderTarget = camera->getViewport()->getTarget();
  248. if (renderTarget == nullptr)
  249. continue;
  250. auto findIter = std::find_if(mRenderTargets.begin(), mRenderTargets.end(), [&](const RenderTargetData& x) { return x.target == renderTarget; });
  251. if (findIter != mRenderTargets.end())
  252. {
  253. findIter->cameras.push_back(camera);
  254. }
  255. else
  256. {
  257. mRenderTargets.push_back(RenderTargetData());
  258. RenderTargetData& renderTargetData = mRenderTargets.back();
  259. renderTargetData.target = renderTarget;
  260. renderTargetData.cameras.push_back(camera);
  261. }
  262. }
  263. // Sort everything based on priority
  264. auto cameraComparer = [&](const CameraCore* a, const CameraCore* b) { return a->getPriority() > b->getPriority(); };
  265. auto renderTargetInfoComparer = [&](const RenderTargetData& a, const RenderTargetData& b)
  266. { return a.target->getProperties().getPriority() > b.target->getProperties().getPriority(); };
  267. std::sort(begin(mRenderTargets), end(mRenderTargets), renderTargetInfoComparer);
  268. for (auto& camerasPerTarget : mRenderTargets)
  269. {
  270. Vector<const CameraCore*>& cameras = camerasPerTarget.cameras;
  271. std::sort(begin(cameras), end(cameras), cameraComparer);
  272. }
  273. // Generate render queues per camera
  274. for (auto& cameraData : mCameraData)
  275. {
  276. const CameraCore* camera = cameraData.first;
  277. determineVisible(*camera);
  278. }
  279. // Render everything, target by target
  280. for (auto& renderTargetData : mRenderTargets)
  281. {
  282. SPtr<RenderTargetCore> target = renderTargetData.target;
  283. Vector<const CameraCore*>& cameras = renderTargetData.cameras;
  284. RenderAPICore::instance().beginFrame();
  285. RenderAPICore::instance().setRenderTarget(target);
  286. for(auto& camera : cameras)
  287. {
  288. SPtr<ViewportCore> viewport = camera->getViewport();
  289. RenderAPICore::instance().setViewport(viewport->getNormArea());
  290. UINT32 clearBuffers = 0;
  291. if(viewport->getRequiresColorClear())
  292. clearBuffers |= FBT_COLOR;
  293. if(viewport->getRequiresDepthClear())
  294. clearBuffers |= FBT_DEPTH;
  295. if(viewport->getRequiresStencilClear())
  296. clearBuffers |= FBT_STENCIL;
  297. if(clearBuffers != 0)
  298. RenderAPICore::instance().clearViewport(clearBuffers, viewport->getClearColor(), viewport->getClearDepthValue(), viewport->getClearStencilValue());
  299. render(*camera);
  300. }
  301. RenderAPICore::instance().endFrame();
  302. RenderAPICore::instance().swapBuffers(target);
  303. }
  304. mRenderTargets.clear();
  305. }
  306. void RenderBeast::determineVisible(const CameraCore& camera)
  307. {
  308. CameraData& cameraData = mCameraData[&camera];
  309. UINT64 cameraLayers = camera.getLayers();
  310. ConvexVolume worldFrustum = camera.getWorldFrustum();
  311. // Update per-object param buffers and queue render elements
  312. for (auto& renderableData : mRenderables)
  313. {
  314. RenderableCore* renderable = renderableData.renderable;
  315. RenderableController* controller = renderableData.controller;
  316. UINT32 renderableType = renderable->getRenderableType();
  317. UINT32 rendererId = renderable->getRendererId();
  318. if ((renderable->getLayer() & cameraLayers) == 0)
  319. continue;
  320. // Do frustum culling
  321. // TODO - This is bound to be a bottleneck at some point. When it is ensure that intersect
  322. // methods use vector operations, as it is trivial to update them.
  323. const Sphere& boundingSphere = mWorldBounds[rendererId].getSphere();
  324. if (worldFrustum.intersects(boundingSphere))
  325. {
  326. // More precise with the box
  327. const AABox& boundingBox = mWorldBounds[rendererId].getBox();
  328. if (worldFrustum.intersects(boundingBox))
  329. {
  330. float distanceToCamera = (camera.getPosition() - boundingBox.getCenter()).length();
  331. for (auto& renderElem : renderableData.elements)
  332. {
  333. bool isTransparent = (renderElem.material->getShader()->getFlags() & (UINT32)ShaderFlags::Transparent) != 0;
  334. if (isTransparent)
  335. cameraData.transparentQueue->add(&renderElem, distanceToCamera);
  336. else
  337. cameraData.opaqueQueue->add(&renderElem, distanceToCamera);
  338. }
  339. }
  340. }
  341. }
  342. cameraData.opaqueQueue->sort();
  343. cameraData.transparentQueue->sort();
  344. }
  345. void RenderBeast::render(const CameraCore& camera)
  346. {
  347. THROW_IF_NOT_CORE_THREAD;
  348. RenderAPICore& rs = RenderAPICore::instance();
  349. CameraData& cameraData = mCameraData[&camera];
  350. Matrix4 projMatrixCstm = camera.getProjectionMatrixRS();
  351. Matrix4 viewMatrixCstm = camera.getViewMatrix();
  352. Matrix4 viewProjMatrix = projMatrixCstm * viewMatrixCstm;
  353. // Trigger pre-render callbacks
  354. auto iterCameraCallbacks = mRenderCallbacks.find(&camera);
  355. if (iterCameraCallbacks != mRenderCallbacks.end())
  356. {
  357. for (auto& callbackPair : iterCameraCallbacks->second)
  358. {
  359. if (callbackPair.first >= 0)
  360. break;
  361. callbackPair.second();
  362. }
  363. }
  364. // Render opaque
  365. //// Update global per-frame hardware buffers
  366. mLitTexHandler->updatePerCameraBuffers(camera.getForward());
  367. const Vector<RenderQueueElement>& opaqueElements = cameraData.opaqueQueue->getSortedElements();
  368. for(auto iter = opaqueElements.begin(); iter != opaqueElements.end(); ++iter)
  369. {
  370. SPtr<MaterialCore> material = iter->renderElem->material;
  371. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  372. if (renderElem != nullptr)
  373. {
  374. UINT32 rendererId = renderElem->renderableId;
  375. const RenderableData& renderableData = mRenderables[rendererId];
  376. RenderableCore* renderable = renderableData.renderable;
  377. RenderableController* controller = renderableData.controller;
  378. UINT32 renderableType = renderable->getRenderableType();
  379. if (controller != nullptr)
  380. controller->bindPerObjectBuffers(*renderElem);
  381. if (renderableType == RenType_LitTextured)
  382. {
  383. Matrix4 worldViewProjMatrix = viewProjMatrix * mWorldTransforms[rendererId];
  384. mLitTexHandler->updatePerObjectBuffers(*renderElem, worldViewProjMatrix);
  385. }
  386. UINT32 numPasses = renderElem->material->getNumPasses();
  387. for (UINT32 i = 0; i < numPasses; i++)
  388. {
  389. SPtr<PassParametersCore> passParams = renderElem->material->getPassParameters(i);
  390. for (UINT32 j = 0; j < PassParametersCore::NUM_PARAMS; j++)
  391. {
  392. SPtr<GpuParamsCore> params = passParams->getParamByIdx(j);
  393. if (params != nullptr)
  394. params->updateHardwareBuffers();
  395. }
  396. }
  397. if (renderElem != nullptr && renderElem->samplerOverrides != nullptr)
  398. setPass(material, iter->passIdx, &renderElem->samplerOverrides->passes[iter->passIdx]);
  399. else
  400. setPass(material, iter->passIdx, nullptr);
  401. }
  402. else
  403. setPass(material, iter->passIdx, nullptr);
  404. draw(iter->renderElem->mesh, iter->renderElem->subMesh);
  405. }
  406. // Render transparent
  407. const Vector<RenderQueueElement>& transparentElements = cameraData.transparentQueue->getSortedElements();
  408. for (auto iter = transparentElements.begin(); iter != transparentElements.end(); ++iter)
  409. {
  410. SPtr<MaterialCore> material = iter->renderElem->material;
  411. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  412. if (renderElem != nullptr)
  413. {
  414. UINT32 rendererId = renderElem->renderableId;
  415. const RenderableData& renderableData = mRenderables[rendererId];
  416. RenderableCore* renderable = renderableData.renderable;
  417. RenderableController* controller = renderableData.controller;
  418. UINT32 renderableType = renderable->getRenderableType();
  419. if (controller != nullptr)
  420. controller->bindPerObjectBuffers(*renderElem);
  421. if (renderableType == RenType_LitTextured)
  422. {
  423. Matrix4 worldViewProjMatrix = viewProjMatrix * mWorldTransforms[rendererId];
  424. mLitTexHandler->updatePerObjectBuffers(*renderElem, worldViewProjMatrix);
  425. }
  426. UINT32 numPasses = renderElem->material->getNumPasses();
  427. for (UINT32 i = 0; i < numPasses; i++)
  428. {
  429. SPtr<PassParametersCore> passParams = renderElem->material->getPassParameters(i);
  430. for (UINT32 j = 0; j < PassParametersCore::NUM_PARAMS; j++)
  431. {
  432. SPtr<GpuParamsCore> params = passParams->getParamByIdx(j);
  433. if (params != nullptr)
  434. params->updateHardwareBuffers();
  435. }
  436. }
  437. if (renderElem != nullptr && renderElem->samplerOverrides != nullptr)
  438. setPass(material, iter->passIdx, &renderElem->samplerOverrides->passes[iter->passIdx]);
  439. else
  440. setPass(material, iter->passIdx, nullptr);
  441. }
  442. else
  443. setPass(material, iter->passIdx, nullptr);
  444. draw(iter->renderElem->mesh, iter->renderElem->subMesh);
  445. }
  446. cameraData.opaqueQueue->clear();
  447. cameraData.transparentQueue->clear();
  448. // Trigger post-render callbacks
  449. if (iterCameraCallbacks != mRenderCallbacks.end())
  450. {
  451. for (auto& callbackPair : iterCameraCallbacks->second)
  452. {
  453. if (callbackPair.first < 0)
  454. continue;
  455. callbackPair.second();
  456. }
  457. }
  458. }
  459. void RenderBeast::refreshSamplerOverrides(bool force)
  460. {
  461. for (auto& entry : mSamplerOverrides)
  462. {
  463. SPtr<MaterialCore> material = entry.first;
  464. if (force)
  465. {
  466. SamplerOverrideUtility::destroySamplerOverrides(entry.second);
  467. entry.second = SamplerOverrideUtility::generateSamplerOverrides(material, mCoreOptions);
  468. }
  469. else
  470. {
  471. MaterialSamplerOverrides* materialOverrides = entry.second;
  472. UINT32 numPasses = material->getNumPasses();
  473. assert(numPasses == materialOverrides->numPasses);
  474. for (UINT32 i = 0; i < numPasses; i++)
  475. {
  476. SPtr<PassParametersCore> passParams = material->getPassParameters(i);
  477. PassSamplerOverrides& passOverrides = materialOverrides->passes[i];
  478. for (UINT32 j = 0; j < PassParametersCore::NUM_PARAMS; j++)
  479. {
  480. StageSamplerOverrides& stageOverrides = passOverrides.stages[j];
  481. SPtr<GpuParamsCore> params = passParams->getParamByIdx(j);
  482. if (params == nullptr)
  483. continue;
  484. const GpuParamDesc& paramDesc = params->getParamDesc();
  485. for (auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  486. {
  487. UINT32 slot = iter->second.slot;
  488. SPtr<SamplerStateCore> samplerState = params->getSamplerState(slot);
  489. assert(stageOverrides.numStates > slot);
  490. if (samplerState != stageOverrides.stateOverrides[slot])
  491. {
  492. if (samplerState != nullptr)
  493. stageOverrides.stateOverrides[slot] = SamplerOverrideUtility::generateSamplerOverride(samplerState, mCoreOptions);
  494. else
  495. stageOverrides.stateOverrides[slot] = SamplerOverrideUtility::generateSamplerOverride(SamplerStateCore::getDefault(), mCoreOptions);;
  496. }
  497. }
  498. }
  499. }
  500. }
  501. }
  502. }
  503. void RenderBeast::setPass(const SPtr<MaterialCore>& material, UINT32 passIdx, PassSamplerOverrides* samplerOverrides)
  504. {
  505. THROW_IF_NOT_CORE_THREAD;
  506. RenderAPICore& rs = RenderAPICore::instance();
  507. SPtr<PassCore> pass = material->getPass(passIdx);
  508. SPtr<PassParametersCore> passParams = material->getPassParameters(passIdx);
  509. struct StageData
  510. {
  511. GpuProgramType type;
  512. bool enable;
  513. SPtr<GpuParamsCore> params;
  514. SPtr<GpuProgramCore> program;
  515. };
  516. const UINT32 numStages = 6;
  517. StageData stages[numStages] =
  518. {
  519. {
  520. GPT_VERTEX_PROGRAM, pass->hasVertexProgram(),
  521. passParams->mVertParams, pass->getVertexProgram()
  522. },
  523. {
  524. GPT_FRAGMENT_PROGRAM, pass->hasFragmentProgram(),
  525. passParams->mFragParams, pass->getFragmentProgram()
  526. },
  527. {
  528. GPT_GEOMETRY_PROGRAM, pass->hasGeometryProgram(),
  529. passParams->mGeomParams, pass->getGeometryProgram()
  530. },
  531. {
  532. GPT_HULL_PROGRAM, pass->hasHullProgram(),
  533. passParams->mHullParams, pass->getHullProgram()
  534. },
  535. {
  536. GPT_DOMAIN_PROGRAM, pass->hasDomainProgram(),
  537. passParams->mDomainParams, pass->getDomainProgram()
  538. },
  539. {
  540. GPT_COMPUTE_PROGRAM, pass->hasComputeProgram(),
  541. passParams->mComputeParams, pass->getComputeProgram()
  542. }
  543. };
  544. for (UINT32 i = 0; i < numStages; i++)
  545. {
  546. const StageData& stage = stages[i];
  547. if (stage.enable)
  548. {
  549. rs.bindGpuProgram(stage.program);
  550. SPtr<GpuParamsCore> params = stage.params;
  551. const GpuParamDesc& paramDesc = params->getParamDesc();
  552. for (auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  553. {
  554. SPtr<SamplerStateCore> samplerState;
  555. if (samplerOverrides != nullptr)
  556. samplerState = samplerOverrides->stages[i].stateOverrides[iter->second.slot];
  557. else
  558. samplerState = params->getSamplerState(iter->second.slot);
  559. if (samplerState == nullptr)
  560. rs.setSamplerState(stage.type, iter->second.slot, SamplerStateCore::getDefault());
  561. else
  562. rs.setSamplerState(stage.type, iter->second.slot, samplerState);
  563. }
  564. for (auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
  565. {
  566. SPtr<TextureCore> texture = params->getTexture(iter->second.slot);
  567. if (!params->isLoadStoreTexture(iter->second.slot))
  568. {
  569. if (texture == nullptr)
  570. rs.setTexture(stage.type, iter->second.slot, false, nullptr);
  571. else
  572. rs.setTexture(stage.type, iter->second.slot, true, texture);
  573. }
  574. else
  575. {
  576. const TextureSurface& surface = params->getLoadStoreSurface(iter->second.slot);
  577. if (texture == nullptr)
  578. rs.setLoadStoreTexture(stage.type, iter->second.slot, false, nullptr, surface);
  579. else
  580. rs.setLoadStoreTexture(stage.type, iter->second.slot, true, texture, surface);
  581. }
  582. }
  583. rs.setConstantBuffers(stage.type, params);
  584. }
  585. else
  586. rs.unbindGpuProgram(stage.type);
  587. }
  588. // TODO - Try to limit amount of state changes, if previous state is already the same
  589. // Set up non-texture related pass settings
  590. if (pass->getBlendState() != nullptr)
  591. rs.setBlendState(pass->getBlendState());
  592. else
  593. rs.setBlendState(BlendStateCore::getDefault());
  594. if (pass->getDepthStencilState() != nullptr)
  595. rs.setDepthStencilState(pass->getDepthStencilState(), pass->getStencilRefValue());
  596. else
  597. rs.setDepthStencilState(DepthStencilStateCore::getDefault(), pass->getStencilRefValue());
  598. if (pass->getRasterizerState() != nullptr)
  599. rs.setRasterizerState(pass->getRasterizerState());
  600. else
  601. rs.setRasterizerState(RasterizerStateCore::getDefault());
  602. }
  603. SPtr<ShaderCore> RenderBeast::createDefaultShader()
  604. {
  605. StringID rsName = RenderAPICore::instance().getName();
  606. SPtr<GpuProgramCore> vsProgram;
  607. SPtr<GpuProgramCore> psProgram;
  608. if (rsName == RenderAPIDX11)
  609. {
  610. String vsCode = R"(
  611. cbuffer PerObject
  612. {
  613. float4x4 matWorldViewProj;
  614. }
  615. void vs_main(
  616. in float3 inPos : POSITION,
  617. out float4 oPosition : SV_Position)
  618. {
  619. oPosition = mul(matWorldViewProj, float4(inPos.xyz, 1));
  620. })";
  621. String psCode = R"(
  622. float4 ps_main() : SV_Target
  623. {
  624. return float4(0.3f, 0.9f, 0.3f, 1.0f);
  625. })";
  626. vsProgram = GpuProgramCore::create(vsCode, "vs_main", "hlsl", GPT_VERTEX_PROGRAM, GPP_VS_4_0);
  627. psProgram = GpuProgramCore::create(psCode, "ps_main", "hlsl", GPT_FRAGMENT_PROGRAM, GPP_FS_4_0);
  628. }
  629. else if (rsName == RenderAPIDX9)
  630. {
  631. String vsCode = R"(
  632. BS_PARAM_BLOCK PerObject { matWorldViewProj }
  633. float4x4 matWorldViewProj;
  634. void vs_main(
  635. in float3 inPos : POSITION,
  636. out float4 oPosition : POSITION)
  637. {
  638. oPosition = mul(matWorldViewProj, float4(inPos.xyz, 1));
  639. })";
  640. String psCode = R"(
  641. float4 ps_main() : COLOR0
  642. {
  643. return float4(0.3f, 0.9f, 0.3f, 1.0f);
  644. })";
  645. vsProgram = GpuProgramCore::create(vsCode, "vs_main", "hlsl9", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
  646. psProgram = GpuProgramCore::create(psCode, "ps_main", "hlsl9", GPT_FRAGMENT_PROGRAM, GPP_FS_2_0);
  647. }
  648. else if (rsName == RenderAPIOpenGL)
  649. {
  650. String vsCode = R"(
  651. uniform PerObject
  652. {
  653. mat4 matWorldViewProj;
  654. };
  655. in vec3 bs_position;
  656. out gl_PerVertex
  657. {
  658. vec4 gl_Position;
  659. };
  660. void main()
  661. {
  662. gl_Position = matWorldViewProj * vec4(bs_position.xyz, 1);
  663. })";
  664. String psCode = R"(
  665. out vec4 fragColor;
  666. void main()
  667. {
  668. fragColor = vec4(0.3f, 0.9f, 0.3f, 1.0f);
  669. })";
  670. vsProgram = GpuProgramCore::create(vsCode, "main", "glsl", GPT_VERTEX_PROGRAM, GPP_VS_4_0);
  671. psProgram = GpuProgramCore::create(psCode, "main", "glsl", GPT_FRAGMENT_PROGRAM, GPP_FS_4_0);
  672. }
  673. PASS_DESC_CORE passDesc;
  674. passDesc.vertexProgram = vsProgram;
  675. passDesc.fragmentProgram = psProgram;
  676. SPtr<PassCore> newPass = PassCore::create(passDesc);
  677. SPtr<TechniqueCore> newTechnique = TechniqueCore::create(rsName, RendererDefault, { newPass });
  678. SHADER_DESC_CORE shaderDesc;
  679. shaderDesc.setParamBlockAttribs("PerObject", true, GPBU_DYNAMIC, RBS_PerObject);
  680. shaderDesc.addParameter("matWorldViewProj", "matWorldViewProj", GPDT_MATRIX_4X4, RPS_WorldViewProjTfrm);
  681. SPtr<ShaderCore> defaultShader = ShaderCore::create("DummyShader", shaderDesc, { newTechnique });
  682. return defaultShader;
  683. }
  684. }