BsRenderBeast.cpp 33 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 "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 "BsCoreThread.h"
  18. #include "BsGpuParams.h"
  19. #include "BsProfilerCPU.h"
  20. #include "BsShader.h"
  21. #include "BsGpuParamBlockBuffer.h"
  22. #include "BsStaticRenderableHandler.h"
  23. #include "BsTime.h"
  24. #include "BsRenderableElement.h"
  25. #include "BsCoreObjectManager.h"
  26. #include "BsRenderBeastOptions.h"
  27. #include "BsSamplerOverrides.h"
  28. #include "BsLight.h"
  29. #include "BsRenderTexturePool.h"
  30. #include "BsRenderTargets.h"
  31. #include "BsRendererUtility.h"
  32. #include "BsRenderStateManager.h"
  33. using namespace std::placeholders;
  34. namespace BansheeEngine
  35. {
  36. RenderBeast::RenderBeast()
  37. :mOptions(bs_shared_ptr_new<RenderBeastOptions>()), mOptionsDirty(true), mStaticHandler(nullptr),
  38. mDefaultMaterial(nullptr), mPointLightInMat(nullptr), mPointLightOutMat(nullptr), mDirLightMat(nullptr)
  39. {
  40. }
  41. const StringID& RenderBeast::getName() const
  42. {
  43. static StringID name = "RenderBeast";
  44. return name;
  45. }
  46. void RenderBeast::initialize()
  47. {
  48. CoreRenderer::initialize();
  49. CoreThread::instance().queueCommand(std::bind(&RenderBeast::initializeCore, this));
  50. }
  51. void RenderBeast::destroy()
  52. {
  53. CoreRenderer::destroy();
  54. gCoreAccessor().queueCommand(std::bind(&RenderBeast::destroyCore, this));
  55. gCoreAccessor().submitToCoreThread(true);
  56. }
  57. void RenderBeast::initializeCore()
  58. {
  59. RendererUtility::startUp();
  60. mCoreOptions = bs_shared_ptr_new<RenderBeastOptions>();
  61. mStaticHandler = bs_new<StaticRenderableHandler>();
  62. mDefaultMaterial = bs_new<DefaultMaterial>();
  63. mPointLightInMat = bs_new<PointLightInMat>();
  64. mPointLightOutMat = bs_new<PointLightOutMat>();
  65. mDirLightMat = bs_new<DirectionalLightMat>();
  66. RenderTexturePool::startUp();
  67. }
  68. void RenderBeast::destroyCore()
  69. {
  70. if (mStaticHandler != nullptr)
  71. bs_delete(mStaticHandler);
  72. mRenderTargets.clear();
  73. mCameraData.clear();
  74. mRenderables.clear();
  75. RenderTexturePool::shutDown();
  76. bs_delete(mDefaultMaterial);
  77. bs_delete(mPointLightInMat);
  78. bs_delete(mPointLightOutMat);
  79. bs_delete(mDirLightMat);
  80. RendererUtility::shutDown();
  81. assert(mSamplerOverrides.empty());
  82. }
  83. void RenderBeast::_notifyRenderableAdded(RenderableCore* renderable)
  84. {
  85. UINT32 renderableId = (UINT32)mRenderables.size();
  86. renderable->setRendererId(renderableId);
  87. mRenderables.push_back(RenderableData());
  88. mRenderableShaderData.push_back(RenderableShaderData());
  89. mWorldBounds.push_back(renderable->getBounds());
  90. RenderableData& renderableData = mRenderables.back();
  91. renderableData.renderable = renderable;
  92. RenderableShaderData& shaderData = mRenderableShaderData.back();
  93. shaderData.worldTransform = renderable->getTransform();
  94. shaderData.invWorldTransform = shaderData.worldTransform.inverseAffine();
  95. shaderData.worldNoScaleTransform = renderable->getTransformNoScale();
  96. shaderData.invWorldNoScaleTransform = shaderData.worldNoScaleTransform.inverseAffine();
  97. shaderData.worldDeterminantSign = shaderData.worldTransform.determinant3x3() >= 0.0f ? 1.0f : -1.0f;
  98. if (renderable->getRenderableType() == RenType_LitTextured)
  99. renderableData.controller = mStaticHandler;
  100. else
  101. renderableData.controller = nullptr;
  102. SPtr<MeshCore> mesh = renderable->getMesh();
  103. if (mesh != nullptr)
  104. {
  105. const MeshProperties& meshProps = mesh->getProperties();
  106. SPtr<VertexDeclarationCore> vertexDecl = mesh->getVertexData()->vertexDeclaration;
  107. for (UINT32 i = 0; i < meshProps.getNumSubMeshes(); i++)
  108. {
  109. renderableData.elements.push_back(BeastRenderableElement());
  110. BeastRenderableElement& renElement = renderableData.elements.back();
  111. renElement.mesh = mesh;
  112. renElement.subMesh = meshProps.getSubMesh(i);
  113. renElement.renderableId = renderableId;
  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. auto iterFind = mSamplerOverrides.find(renElement.material);
  143. if (iterFind != mSamplerOverrides.end())
  144. {
  145. renElement.samplerOverrides = iterFind->second;
  146. iterFind->second->refCount++;
  147. }
  148. else
  149. {
  150. MaterialSamplerOverrides* samplerOverrides = SamplerOverrideUtility::generateSamplerOverrides(renElement.material, mCoreOptions);
  151. mSamplerOverrides[renElement.material] = samplerOverrides;
  152. renElement.samplerOverrides = samplerOverrides;
  153. samplerOverrides->refCount++;
  154. }
  155. if (renderableData.controller != nullptr)
  156. renderableData.controller->initializeRenderElem(renElement);
  157. }
  158. }
  159. }
  160. void RenderBeast::_notifyRenderableRemoved(RenderableCore* renderable)
  161. {
  162. UINT32 renderableId = renderable->getRendererId();
  163. RenderableCore* lastRenerable = mRenderables.back().renderable;
  164. UINT32 lastRenderableId = lastRenerable->getRendererId();
  165. Vector<BeastRenderableElement>& elements = mRenderables[renderableId].elements;
  166. for (auto& element : elements)
  167. {
  168. auto iterFind = mSamplerOverrides.find(element.material);
  169. assert(iterFind != mSamplerOverrides.end());
  170. MaterialSamplerOverrides* samplerOverrides = iterFind->second;
  171. samplerOverrides->refCount--;
  172. if (samplerOverrides->refCount == 0)
  173. {
  174. SamplerOverrideUtility::destroySamplerOverrides(samplerOverrides);
  175. mSamplerOverrides.erase(iterFind);
  176. }
  177. element.samplerOverrides = nullptr;
  178. }
  179. if (renderableId != lastRenderableId)
  180. {
  181. // Swap current last element with the one we want to erase
  182. std::swap(mRenderables[renderableId], mRenderables[lastRenderableId]);
  183. std::swap(mWorldBounds[renderableId], mWorldBounds[lastRenderableId]);
  184. std::swap(mRenderableShaderData[renderableId], mRenderableShaderData[lastRenderableId]);
  185. lastRenerable->setRendererId(renderableId);
  186. Vector<BeastRenderableElement>& lastRenderableElements = mRenderables[renderableId].elements;
  187. for (auto& element : elements)
  188. element.renderableId = renderableId;
  189. }
  190. // Last element is the one we want to erase
  191. mRenderables.erase(mRenderables.end() - 1);
  192. mWorldBounds.erase(mWorldBounds.end() - 1);
  193. mRenderableShaderData.erase(mRenderableShaderData.end() - 1);
  194. }
  195. void RenderBeast::_notifyRenderableUpdated(RenderableCore* renderable)
  196. {
  197. UINT32 renderableId = renderable->getRendererId();
  198. RenderableShaderData& shaderData = mRenderableShaderData[renderableId];
  199. shaderData.worldTransform = renderable->getTransform();
  200. shaderData.invWorldTransform = shaderData.worldTransform.inverseAffine();
  201. shaderData.worldNoScaleTransform = renderable->getTransformNoScale();
  202. shaderData.invWorldNoScaleTransform = shaderData.worldNoScaleTransform.inverseAffine();
  203. shaderData.worldDeterminantSign = shaderData.worldTransform.determinant3x3() >= 0.0f ? 1.0f : -1.0f;
  204. mWorldBounds[renderableId] = renderable->getBounds();
  205. }
  206. void RenderBeast::_notifyLightAdded(LightCore* light)
  207. {
  208. if (light->getType() == LightType::Directional)
  209. {
  210. UINT32 lightId = (UINT32)mDirectionalLights.size();
  211. light->setRendererId(lightId);
  212. mDirectionalLights.push_back(LightData());
  213. LightData& lightData = mDirectionalLights.back();
  214. lightData.internal = light;
  215. }
  216. else
  217. {
  218. UINT32 lightId = (UINT32)mPointLights.size();
  219. light->setRendererId(lightId);
  220. mPointLights.push_back(LightData());
  221. mLightWorldBounds.push_back(light->getBounds());
  222. LightData& lightData = mPointLights.back();
  223. lightData.internal = light;
  224. }
  225. }
  226. void RenderBeast::_notifyLightUpdated(LightCore* light)
  227. {
  228. UINT32 lightId = light->getRendererId();
  229. if (light->getType() != LightType::Directional)
  230. mLightWorldBounds[lightId] = light->getBounds();
  231. }
  232. void RenderBeast::_notifyLightRemoved(LightCore* light)
  233. {
  234. UINT32 lightId = light->getRendererId();
  235. if (light->getType() == LightType::Directional)
  236. {
  237. LightCore* lastLight = mDirectionalLights.back().internal;
  238. UINT32 lastLightId = lastLight->getRendererId();
  239. if (lightId != lastLightId)
  240. {
  241. // Swap current last element with the one we want to erase
  242. std::swap(mDirectionalLights[lightId], mDirectionalLights[lastLightId]);
  243. lastLight->setRendererId(lightId);
  244. }
  245. // Last element is the one we want to erase
  246. mDirectionalLights.erase(mDirectionalLights.end() - 1);
  247. }
  248. else
  249. {
  250. LightCore* lastLight = mPointLights.back().internal;
  251. UINT32 lastLightId = lastLight->getRendererId();
  252. if (lightId != lastLightId)
  253. {
  254. // Swap current last element with the one we want to erase
  255. std::swap(mPointLights[lightId], mPointLights[lastLightId]);
  256. std::swap(mLightWorldBounds[lightId], mLightWorldBounds[lastLightId]);
  257. lastLight->setRendererId(lightId);
  258. }
  259. // Last element is the one we want to erase
  260. mPointLights.erase(mPointLights.end() - 1);
  261. mLightWorldBounds.erase(mLightWorldBounds.end() - 1);
  262. }
  263. }
  264. void RenderBeast::_notifyCameraAdded(const CameraCore* camera)
  265. {
  266. SPtr<RenderTargetCore> renderTarget = camera->getViewport()->getTarget();
  267. if (renderTarget == nullptr)
  268. return;
  269. CameraData& camData = mCameraData[camera];
  270. camData.opaqueQueue = bs_shared_ptr_new<RenderQueue>(mCoreOptions->stateReductionMode);
  271. StateReduction transparentStateReduction = mCoreOptions->stateReductionMode;
  272. if (transparentStateReduction == StateReduction::Material)
  273. transparentStateReduction = StateReduction::Distance; // Transparent object MUST be sorted by distance
  274. camData.transparentQueue = bs_shared_ptr_new<RenderQueue>(transparentStateReduction);
  275. // Register in render target list
  276. auto findIter = std::find_if(mRenderTargets.begin(), mRenderTargets.end(),
  277. [&](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. // Sort render targets based on priority
  290. auto cameraComparer = [&](const CameraCore* a, const CameraCore* b) { return a->getPriority() > b->getPriority(); };
  291. auto renderTargetInfoComparer = [&](const RenderTargetData& a, const RenderTargetData& b)
  292. { return a.target->getProperties().getPriority() > b.target->getProperties().getPriority(); };
  293. std::sort(begin(mRenderTargets), end(mRenderTargets), renderTargetInfoComparer);
  294. for (auto& camerasPerTarget : mRenderTargets)
  295. {
  296. Vector<const CameraCore*>& cameras = camerasPerTarget.cameras;
  297. std::sort(begin(cameras), end(cameras), cameraComparer);
  298. }
  299. }
  300. void RenderBeast::_notifyCameraRemoved(const CameraCore* camera)
  301. {
  302. mCameraData.erase(camera);
  303. // Remove from render target list
  304. for (auto iterTarget = mRenderTargets.begin(); iterTarget != mRenderTargets.end(); ++iterTarget)
  305. {
  306. RenderTargetData& target = *iterTarget;
  307. for (auto iterCam = target.cameras.begin(); iterCam != target.cameras.end(); ++iterCam)
  308. {
  309. if (camera == *iterCam)
  310. {
  311. target.cameras.erase(iterCam);
  312. break;
  313. }
  314. }
  315. if (target.cameras.empty())
  316. {
  317. mRenderTargets.erase(iterTarget);
  318. break;
  319. }
  320. }
  321. }
  322. void RenderBeast::setOptions(const SPtr<CoreRendererOptions>& options)
  323. {
  324. mOptions = std::static_pointer_cast<RenderBeastOptions>(options);
  325. mOptionsDirty = true;
  326. }
  327. SPtr<CoreRendererOptions> RenderBeast::getOptions() const
  328. {
  329. return mOptions;
  330. }
  331. void RenderBeast::renderAll()
  332. {
  333. // Sync all dirty sim thread CoreObject data to core thread
  334. CoreObjectManager::instance().syncToCore(gCoreAccessor());
  335. if (mOptionsDirty)
  336. {
  337. gCoreAccessor().queueCommand(std::bind(&RenderBeast::syncRenderOptions, this, *mOptions));
  338. mOptionsDirty = false;
  339. }
  340. gCoreAccessor().queueCommand(std::bind(&RenderBeast::renderAllCore, this, gTime().getTime()));
  341. }
  342. void RenderBeast::syncRenderOptions(const RenderBeastOptions& options)
  343. {
  344. bool filteringChanged = mCoreOptions->filtering != options.filtering;
  345. if (options.filtering == RenderBeastFiltering::Anisotropic)
  346. filteringChanged |= mCoreOptions->anisotropyMax != options.anisotropyMax;
  347. if (filteringChanged)
  348. refreshSamplerOverrides(true);
  349. *mCoreOptions = options;
  350. for (auto& cameraData : mCameraData)
  351. {
  352. cameraData.second.opaqueQueue->setStateReduction(mCoreOptions->stateReductionMode);
  353. StateReduction transparentStateReduction = mCoreOptions->stateReductionMode;
  354. if (transparentStateReduction == StateReduction::Material)
  355. transparentStateReduction = StateReduction::Distance; // Transparent object MUST be sorted by distance
  356. cameraData.second.transparentQueue->setStateReduction(transparentStateReduction);
  357. }
  358. }
  359. void RenderBeast::renderAllCore(float time)
  360. {
  361. THROW_IF_NOT_CORE_THREAD;
  362. gProfilerCPU().beginSample("renderAllCore");
  363. // Note: I'm iterating over all sampler states every frame. If this ends up being a performance
  364. // issue consider handling this internally in MaterialCore which can only do it when sampler states
  365. // are actually modified after sync
  366. refreshSamplerOverrides();
  367. // Update global per-frame hardware buffers
  368. mStaticHandler->updatePerFrameBuffers(time);
  369. // Generate render queues per camera
  370. for (auto& cameraData : mCameraData)
  371. {
  372. const CameraCore* camera = cameraData.first;
  373. determineVisible(*camera);
  374. }
  375. // Render everything, target by target
  376. for (auto& renderTargetData : mRenderTargets)
  377. {
  378. SPtr<RenderTargetCore> target = renderTargetData.target;
  379. Vector<const CameraCore*>& cameras = renderTargetData.cameras;
  380. RenderAPICore::instance().beginFrame();
  381. UINT32 numCameras = (UINT32)cameras.size();
  382. for (UINT32 i = 0; i < numCameras; i++)
  383. render(renderTargetData, i);
  384. RenderAPICore::instance().endFrame();
  385. RenderAPICore::instance().swapBuffers(target);
  386. }
  387. gProfilerCPU().endSample("renderAllCore");
  388. }
  389. void RenderBeast::render(RenderTargetData& rtData, UINT32 camIdx)
  390. {
  391. gProfilerCPU().beginSample("Render");
  392. const CameraCore* camera = rtData.cameras[camIdx];
  393. CameraData& camData = mCameraData[camera];
  394. SPtr<ViewportCore> viewport = camera->getViewport();
  395. CameraShaderData cameraShaderData = getCameraShaderData(*camera);
  396. mStaticHandler->updatePerCameraBuffers(cameraShaderData);
  397. // Render scene objects to g-buffer
  398. bool hasGBuffer = ((UINT32)camera->getFlags() & (UINT32)CameraFlags::Overlay) == 0;
  399. if (hasGBuffer)
  400. {
  401. bool createGBuffer = camData.target == nullptr ||
  402. camData.target->getHDR() != mCoreOptions->hdr ||
  403. camData.target->getNumSamples() != mCoreOptions->msaa;
  404. if (createGBuffer)
  405. camData.target = RenderTargets::create(viewport, mCoreOptions->hdr, mCoreOptions->msaa);
  406. camData.target->allocate();
  407. camData.target->bindGBuffer();
  408. }
  409. else
  410. camData.target = nullptr;
  411. // Trigger pre-scene callbacks
  412. auto iterCameraCallbacks = mRenderCallbacks.find(camera);
  413. if (iterCameraCallbacks != mRenderCallbacks.end())
  414. {
  415. for (auto& callbackPair : iterCameraCallbacks->second)
  416. {
  417. const RenderCallbackData& callbackData = callbackPair.second;
  418. if (callbackData.overlay)
  419. continue;
  420. if (callbackPair.first >= 0)
  421. break;
  422. callbackData.callback();
  423. }
  424. }
  425. if (hasGBuffer)
  426. {
  427. // Render base pass
  428. const Vector<RenderQueueElement>& opaqueElements = camData.opaqueQueue->getSortedElements();
  429. for (auto iter = opaqueElements.begin(); iter != opaqueElements.end(); ++iter)
  430. {
  431. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  432. SPtr<MaterialCore> material = renderElem->material;
  433. UINT32 rendererId = renderElem->renderableId;
  434. Matrix4 worldViewProjMatrix = cameraShaderData.viewProj * mRenderableShaderData[rendererId].worldTransform;
  435. mStaticHandler->updatePerObjectBuffers(*renderElem, mRenderableShaderData[rendererId], worldViewProjMatrix);
  436. mStaticHandler->bindGlobalBuffers(*renderElem); // Note: If I can keep global buffer slot indexes the same between shaders I could only bind these once
  437. mStaticHandler->bindPerObjectBuffers(*renderElem);
  438. if (iter->applyPass)
  439. {
  440. SPtr<PassCore> pass = material->getPass(iter->passIdx);
  441. setPass(pass);
  442. }
  443. SPtr<PassParametersCore> passParams = material->getPassParameters(iter->passIdx);
  444. if (renderElem->samplerOverrides != nullptr)
  445. setPassParams(passParams, &renderElem->samplerOverrides->passes[iter->passIdx]);
  446. else
  447. setPassParams(passParams, nullptr);
  448. gRendererUtility().draw(iter->renderElem->mesh, iter->renderElem->subMesh);
  449. }
  450. camData.target->bindSceneColor(true);
  451. // Render light pass
  452. SPtr<GpuParamBlockBufferCore> perCameraBuffer = mStaticHandler->getPerCameraParams().getBuffer();
  453. SPtr<MaterialCore> dirMaterial = mDirLightMat->getMaterial();
  454. SPtr<PassCore> dirPass = dirMaterial->getPass(0);
  455. setPass(dirPass);
  456. mDirLightMat->setStaticParameters(camData.target, perCameraBuffer);
  457. for (auto& light : mDirectionalLights)
  458. {
  459. if (!light.internal->getIsActive())
  460. continue;
  461. mDirLightMat->setParameters(light.internal);
  462. // TODO - Bind parameters to the pipeline manually as I don't need to re-bind gbuffer textures for every light
  463. setPassParams(dirMaterial->getPassParameters(0), nullptr);
  464. gRendererUtility().drawScreenQuad();
  465. }
  466. // Draw point lights which our camera is within
  467. SPtr<MaterialCore> pointInsideMaterial = mPointLightInMat->getMaterial();
  468. SPtr<PassCore> pointInsidePass = pointInsideMaterial->getPass(0);
  469. // TODO - Possibly use instanced drawing here as only two meshes are drawn with various properties
  470. setPass(pointInsidePass);
  471. mPointLightInMat->setStaticParameters(camData.target, perCameraBuffer);
  472. // TODO - Cull lights based on visibility, right now I just iterate over all of them.
  473. for (auto& light : mPointLights)
  474. {
  475. if (!light.internal->getIsActive())
  476. continue;
  477. float distToLight = (light.internal->getBounds().getCenter() - camera->getPosition()).squaredLength();
  478. float boundRadius = light.internal->getBounds().getRadius() * 1.05f + camera->getNearClipDistance() * 2.0f;
  479. bool cameraInLightGeometry = distToLight < boundRadius * boundRadius;
  480. if (!cameraInLightGeometry)
  481. continue;
  482. mPointLightInMat->setParameters(light.internal);
  483. // TODO - Bind parameters to the pipeline manually as I don't need to re-bind gbuffer textures for every light
  484. setPassParams(pointInsideMaterial->getPassParameters(0), nullptr);
  485. SPtr<MeshCore> mesh = light.internal->getMesh();
  486. gRendererUtility().draw(mesh, mesh->getProperties().getSubMesh(0));
  487. }
  488. // Draw other point lights
  489. SPtr<MaterialCore> pointOutsideMaterial = mPointLightOutMat->getMaterial();
  490. SPtr<PassCore> pointOutsidePass = pointOutsideMaterial->getPass(0);
  491. setPass(pointOutsidePass);
  492. mPointLightOutMat->setStaticParameters(camData.target, perCameraBuffer);
  493. for (auto& light : mPointLights)
  494. {
  495. if (!light.internal->getIsActive())
  496. continue;
  497. float distToLight = (light.internal->getBounds().getCenter() - camera->getPosition()).squaredLength();
  498. float boundRadius = light.internal->getBounds().getRadius() * 1.05f + camera->getNearClipDistance() * 2.0f;
  499. bool cameraInLightGeometry = distToLight < boundRadius * boundRadius;
  500. if (cameraInLightGeometry)
  501. continue;
  502. mPointLightOutMat->setParameters(light.internal);
  503. // TODO - Bind parameters to the pipeline manually as I don't need to re-bind gbuffer textures for every light
  504. setPassParams(pointOutsideMaterial->getPassParameters(0), nullptr);
  505. SPtr<MeshCore> mesh = light.internal->getMesh();
  506. gRendererUtility().draw(mesh, mesh->getProperties().getSubMesh(0));
  507. }
  508. camData.target->bindSceneColor(false);
  509. }
  510. else
  511. {
  512. // Prepare final render target
  513. SPtr<RenderTargetCore> target = rtData.target;
  514. RenderAPICore::instance().setRenderTarget(target);
  515. RenderAPICore::instance().setViewport(viewport->getNormArea());
  516. // If first camera in render target, prepare the render target
  517. if (camIdx == 0)
  518. {
  519. UINT32 clearBuffers = 0;
  520. if (viewport->getRequiresColorClear())
  521. clearBuffers |= FBT_COLOR;
  522. if (viewport->getRequiresDepthClear())
  523. clearBuffers |= FBT_DEPTH;
  524. if (viewport->getRequiresStencilClear())
  525. clearBuffers |= FBT_STENCIL;
  526. if (clearBuffers != 0)
  527. {
  528. RenderAPICore::instance().clearViewport(clearBuffers, viewport->getClearColor(),
  529. viewport->getClearDepthValue(), viewport->getClearStencilValue());
  530. }
  531. }
  532. }
  533. // Render transparent objects (TODO - No lighting yet)
  534. const Vector<RenderQueueElement>& transparentElements = camData.transparentQueue->getSortedElements();
  535. for (auto iter = transparentElements.begin(); iter != transparentElements.end(); ++iter)
  536. {
  537. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  538. SPtr<MaterialCore> material = renderElem->material;
  539. UINT32 rendererId = renderElem->renderableId;
  540. Matrix4 worldViewProjMatrix = cameraShaderData.viewProj * mRenderableShaderData[rendererId].worldTransform;
  541. mStaticHandler->updatePerObjectBuffers(*renderElem, mRenderableShaderData[rendererId], worldViewProjMatrix);
  542. mStaticHandler->bindGlobalBuffers(*renderElem); // Note: If I can keep global buffer slot indexes the same between shaders I could only bind these once
  543. mStaticHandler->bindPerObjectBuffers(*renderElem);
  544. if (iter->applyPass)
  545. {
  546. SPtr<PassCore> pass = material->getPass(iter->passIdx);
  547. setPass(pass);
  548. }
  549. SPtr<PassParametersCore> passParams = material->getPassParameters(iter->passIdx);
  550. if (renderElem->samplerOverrides != nullptr)
  551. setPassParams(passParams, &renderElem->samplerOverrides->passes[iter->passIdx]);
  552. else
  553. setPassParams(passParams, nullptr);
  554. gRendererUtility().draw(iter->renderElem->mesh, iter->renderElem->subMesh);
  555. }
  556. camData.opaqueQueue->clear();
  557. camData.transparentQueue->clear();
  558. // Render non-overlay post-scene callbacks
  559. if (iterCameraCallbacks != mRenderCallbacks.end())
  560. {
  561. for (auto& callbackPair : iterCameraCallbacks->second)
  562. {
  563. const RenderCallbackData& callbackData = callbackPair.second;
  564. if (callbackData.overlay || callbackPair.first < 0)
  565. continue;
  566. callbackData.callback();
  567. }
  568. }
  569. if (hasGBuffer)
  570. {
  571. // TODO - Instead of doing a separate resolve here I could potentially perform a resolve directly in some
  572. // post-processing pass (e.g. tone mapping). Right now it is just an unnecessary blit.
  573. camData.target->resolve();
  574. }
  575. // Render overlay post-scene callbacks
  576. if (iterCameraCallbacks != mRenderCallbacks.end())
  577. {
  578. for (auto& callbackPair : iterCameraCallbacks->second)
  579. {
  580. const RenderCallbackData& callbackData = callbackPair.second;
  581. if (!callbackData.overlay)
  582. continue;
  583. callbackData.callback();
  584. }
  585. }
  586. if (hasGBuffer)
  587. camData.target->release();
  588. gProfilerCPU().endSample("Render");
  589. }
  590. void RenderBeast::determineVisible(const CameraCore& camera)
  591. {
  592. CameraData& cameraData = mCameraData[&camera];
  593. UINT64 cameraLayers = camera.getLayers();
  594. ConvexVolume worldFrustum = camera.getWorldFrustum();
  595. // Update per-object param buffers and queue render elements
  596. for (auto& renderableData : mRenderables)
  597. {
  598. RenderableCore* renderable = renderableData.renderable;
  599. RenderableHandler* controller = renderableData.controller;
  600. UINT32 renderableType = renderable->getRenderableType();
  601. UINT32 rendererId = renderable->getRendererId();
  602. if ((renderable->getLayer() & cameraLayers) == 0)
  603. continue;
  604. // Do frustum culling
  605. // TODO - This is bound to be a bottleneck at some point. When it is ensure that intersect
  606. // methods use vector operations, as it is trivial to update them.
  607. const Sphere& boundingSphere = mWorldBounds[rendererId].getSphere();
  608. if (worldFrustum.intersects(boundingSphere))
  609. {
  610. // More precise with the box
  611. const AABox& boundingBox = mWorldBounds[rendererId].getBox();
  612. if (worldFrustum.intersects(boundingBox))
  613. {
  614. float distanceToCamera = (camera.getPosition() - boundingBox.getCenter()).length();
  615. for (auto& renderElem : renderableData.elements)
  616. {
  617. bool isTransparent = (renderElem.material->getShader()->getFlags() & (UINT32)ShaderFlags::Transparent) != 0;
  618. if (isTransparent)
  619. cameraData.transparentQueue->add(&renderElem, distanceToCamera);
  620. else
  621. cameraData.opaqueQueue->add(&renderElem, distanceToCamera);
  622. }
  623. }
  624. }
  625. }
  626. cameraData.opaqueQueue->sort();
  627. cameraData.transparentQueue->sort();
  628. }
  629. Vector2 RenderBeast::getDeviceZTransform()
  630. {
  631. RenderAPICore& rapi = RenderAPICore::instance();
  632. Vector2 output;
  633. output.x = 1.0f / (rapi.getMaximumDepthInputValue() - rapi.getMinimumDepthInputValue());
  634. output.y = -rapi.getMinimumDepthInputValue() * output.x;
  635. return output;
  636. }
  637. CameraShaderData RenderBeast::getCameraShaderData(const CameraCore& camera)
  638. {
  639. CameraShaderData data;
  640. data.proj = camera.getProjectionMatrixRS();
  641. data.view = camera.getViewMatrix();
  642. data.viewProj = data.proj * data.view;
  643. data.invProj = data.proj.inverse();
  644. data.invViewProj = data.viewProj.inverse();
  645. data.viewDir = camera.getForward();
  646. data.viewOrigin = camera.getPosition();
  647. data.deviceZToWorldZ = getDeviceZTransform();
  648. SPtr<ViewportCore> viewport = camera.getViewport();
  649. SPtr<RenderTargetCore> rt = viewport->getTarget();
  650. float halfWidth = viewport->getWidth() * 0.5f;
  651. float halfHeight = viewport->getHeight() * 0.5f;
  652. float rtWidth = (float)rt->getProperties().getWidth();
  653. float rtHeight = (float)rt->getProperties().getHeight();
  654. RenderAPICore& rapi = RenderAPICore::instance();
  655. data.clipToUVScaleOffset.x = halfWidth / rtWidth;
  656. data.clipToUVScaleOffset.y = -halfHeight / rtHeight;
  657. data.clipToUVScaleOffset.z = viewport->getX() / rtWidth + (halfWidth + rapi.getHorizontalTexelOffset()) / rtWidth;
  658. data.clipToUVScaleOffset.w = viewport->getY() / rtHeight + (halfHeight + rapi.getVerticalTexelOffset()) / rtHeight;
  659. return data;
  660. }
  661. void RenderBeast::refreshSamplerOverrides(bool force)
  662. {
  663. for (auto& entry : mSamplerOverrides)
  664. {
  665. SPtr<MaterialCore> material = entry.first;
  666. if (force)
  667. {
  668. SamplerOverrideUtility::destroySamplerOverrides(entry.second);
  669. entry.second = SamplerOverrideUtility::generateSamplerOverrides(material, mCoreOptions);
  670. }
  671. else
  672. {
  673. MaterialSamplerOverrides* materialOverrides = entry.second;
  674. UINT32 numPasses = material->getNumPasses();
  675. assert(numPasses == materialOverrides->numPasses);
  676. for (UINT32 i = 0; i < numPasses; i++)
  677. {
  678. SPtr<PassParametersCore> passParams = material->getPassParameters(i);
  679. PassSamplerOverrides& passOverrides = materialOverrides->passes[i];
  680. for (UINT32 j = 0; j < PassParametersCore::NUM_PARAMS; j++)
  681. {
  682. StageSamplerOverrides& stageOverrides = passOverrides.stages[j];
  683. SPtr<GpuParamsCore> params = passParams->getParamByIdx(j);
  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. UINT32 slot = iter->second.slot;
  690. SPtr<SamplerStateCore> samplerState = params->getSamplerState(slot);
  691. assert(stageOverrides.numStates > slot);
  692. if (samplerState != stageOverrides.stateOverrides[slot])
  693. {
  694. if (samplerState != nullptr)
  695. stageOverrides.stateOverrides[slot] = SamplerOverrideUtility::generateSamplerOverride(samplerState, mCoreOptions);
  696. else
  697. stageOverrides.stateOverrides[slot] = SamplerOverrideUtility::generateSamplerOverride(SamplerStateCore::getDefault(), mCoreOptions);;
  698. }
  699. }
  700. }
  701. }
  702. }
  703. }
  704. }
  705. void RenderBeast::setPass(const SPtr<PassCore>& pass)
  706. {
  707. THROW_IF_NOT_CORE_THREAD;
  708. RenderAPICore& rs = RenderAPICore::instance();
  709. struct StageData
  710. {
  711. GpuProgramType type;
  712. bool enable;
  713. SPtr<GpuProgramCore> program;
  714. };
  715. const UINT32 numStages = 6;
  716. StageData stages[numStages] =
  717. {
  718. { GPT_VERTEX_PROGRAM, pass->hasVertexProgram(), pass->getVertexProgram() },
  719. { GPT_FRAGMENT_PROGRAM, pass->hasFragmentProgram(), pass->getFragmentProgram() },
  720. { GPT_GEOMETRY_PROGRAM, pass->hasGeometryProgram(), pass->getGeometryProgram() },
  721. { GPT_HULL_PROGRAM, pass->hasHullProgram(), pass->getHullProgram() },
  722. { GPT_DOMAIN_PROGRAM, pass->hasDomainProgram(), pass->getDomainProgram() },
  723. { GPT_COMPUTE_PROGRAM, pass->hasComputeProgram(), pass->getComputeProgram() }
  724. };
  725. for (UINT32 i = 0; i < numStages; i++)
  726. {
  727. const StageData& stage = stages[i];
  728. if (stage.enable)
  729. rs.bindGpuProgram(stage.program);
  730. else
  731. rs.unbindGpuProgram(stage.type);
  732. }
  733. // Set up non-texture related pass settings
  734. if (pass->getBlendState() != nullptr)
  735. rs.setBlendState(pass->getBlendState());
  736. else
  737. rs.setBlendState(BlendStateCore::getDefault());
  738. if (pass->getDepthStencilState() != nullptr)
  739. rs.setDepthStencilState(pass->getDepthStencilState(), pass->getStencilRefValue());
  740. else
  741. rs.setDepthStencilState(DepthStencilStateCore::getDefault(), pass->getStencilRefValue());
  742. if (pass->getRasterizerState() != nullptr)
  743. rs.setRasterizerState(pass->getRasterizerState());
  744. else
  745. rs.setRasterizerState(RasterizerStateCore::getDefault());
  746. }
  747. void RenderBeast::setPassParams(const SPtr<PassParametersCore>& passParams, const PassSamplerOverrides* samplerOverrides)
  748. {
  749. THROW_IF_NOT_CORE_THREAD;
  750. RenderAPICore& rs = RenderAPICore::instance();
  751. struct StageData
  752. {
  753. GpuProgramType type;
  754. SPtr<GpuParamsCore> params;
  755. };
  756. const UINT32 numStages = 6;
  757. StageData stages[numStages] =
  758. {
  759. { GPT_VERTEX_PROGRAM, passParams->mVertParams },
  760. { GPT_FRAGMENT_PROGRAM, passParams->mFragParams },
  761. { GPT_GEOMETRY_PROGRAM, passParams->mGeomParams },
  762. { GPT_HULL_PROGRAM, passParams->mHullParams },
  763. { GPT_DOMAIN_PROGRAM, passParams->mDomainParams },
  764. { GPT_COMPUTE_PROGRAM, passParams->mComputeParams }
  765. };
  766. for (UINT32 i = 0; i < numStages; i++)
  767. {
  768. const StageData& stage = stages[i];
  769. SPtr<GpuParamsCore> params = stage.params;
  770. if (params == nullptr)
  771. continue;
  772. const GpuParamDesc& paramDesc = params->getParamDesc();
  773. for (auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  774. {
  775. SPtr<SamplerStateCore> samplerState;
  776. if (samplerOverrides != nullptr)
  777. samplerState = samplerOverrides->stages[i].stateOverrides[iter->second.slot];
  778. else
  779. samplerState = params->getSamplerState(iter->second.slot);
  780. if (samplerState == nullptr)
  781. rs.setSamplerState(stage.type, iter->second.slot, SamplerStateCore::getDefault());
  782. else
  783. rs.setSamplerState(stage.type, iter->second.slot, samplerState);
  784. }
  785. for (auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
  786. {
  787. SPtr<TextureCore> texture = params->getTexture(iter->second.slot);
  788. if (!params->isLoadStoreTexture(iter->second.slot))
  789. {
  790. if (texture == nullptr)
  791. rs.setTexture(stage.type, iter->second.slot, false, nullptr);
  792. else
  793. rs.setTexture(stage.type, iter->second.slot, true, texture);
  794. }
  795. else
  796. {
  797. const TextureSurface& surface = params->getLoadStoreSurface(iter->second.slot);
  798. if (texture == nullptr)
  799. rs.setLoadStoreTexture(stage.type, iter->second.slot, false, nullptr, surface);
  800. else
  801. rs.setLoadStoreTexture(stage.type, iter->second.slot, true, texture, surface);
  802. }
  803. }
  804. rs.setConstantBuffers(stage.type, params);
  805. }
  806. }
  807. }