BsRenderBeast.cpp 33 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 "BsStaticRenderableHandler.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. #include "BsRenderTargets.h"
  36. using namespace std::placeholders;
  37. namespace BansheeEngine
  38. {
  39. RenderBeast::RenderBeast()
  40. :mOptions(bs_shared_ptr_new<RenderBeastOptions>()), mOptionsDirty(true), mStaticHandler(nullptr),
  41. mDefaultMaterial(nullptr), mDefaultNoNormalMaterial(nullptr), mPointLightMat(nullptr), mDirLightMat(nullptr)
  42. {
  43. }
  44. const StringID& RenderBeast::getName() const
  45. {
  46. static StringID name = "RenderBeast";
  47. return name;
  48. }
  49. void RenderBeast::initialize()
  50. {
  51. CoreRenderer::initialize();
  52. CoreThread::instance().queueCommand(std::bind(&RenderBeast::initializeCore, this));
  53. }
  54. void RenderBeast::destroy()
  55. {
  56. CoreRenderer::destroy();
  57. gCoreAccessor().queueCommand(std::bind(&RenderBeast::destroyCore, this));
  58. gCoreAccessor().submitToCoreThread(true);
  59. }
  60. void RenderBeast::initializeCore()
  61. {
  62. mCoreOptions = bs_shared_ptr_new<RenderBeastOptions>();
  63. mStaticHandler = bs_new<StaticRenderableHandler>();
  64. mDefaultMaterial = bs_new<DefaultMaterial>();
  65. mDefaultNoNormalMaterial = bs_new<DefaultMaterialNoNormal>();
  66. mPointLightMat = bs_new<PointLightMat>();
  67. mDirLightMat = bs_new<DirectionalLightMat>();
  68. RenderTexturePool::startUp();
  69. }
  70. void RenderBeast::destroyCore()
  71. {
  72. if (mStaticHandler != nullptr)
  73. bs_delete(mStaticHandler);
  74. mRenderTargets.clear();
  75. mCameraData.clear();
  76. mRenderables.clear();
  77. RenderTexturePool::shutDown();
  78. bs_delete(mDefaultMaterial);
  79. bs_delete(mDefaultNoNormalMaterial);
  80. bs_delete(mPointLightMat);
  81. bs_delete(mDirLightMat);
  82. assert(mSamplerOverrides.empty());
  83. }
  84. void RenderBeast::_notifyRenderableAdded(RenderableCore* renderable)
  85. {
  86. UINT32 renderableId = (UINT32)mRenderables.size();
  87. renderable->setRendererId(renderableId);
  88. mRenderables.push_back(RenderableData());
  89. mRenderableShaderData.push_back(RenderableShaderData());
  90. mWorldBounds.push_back(renderable->getBounds());
  91. RenderableData& renderableData = mRenderables.back();
  92. renderableData.renderable = renderable;
  93. RenderableShaderData& shaderData = mRenderableShaderData.back();
  94. shaderData.worldTransform = renderable->getTransform();
  95. shaderData.invWorldTransform = shaderData.worldTransform.inverseAffine();
  96. shaderData.worldNoScaleTransform = renderable->getTransformNoScale();
  97. shaderData.invWorldNoScaleTransform = shaderData.worldNoScaleTransform.inverseAffine();
  98. shaderData.worldDeterminantSign = shaderData.worldTransform.determinant3x3() >= 0.0f ? 1.0f : -1.0f;
  99. if (renderable->getRenderableType() == RenType_LitTextured)
  100. renderableData.controller = mStaticHandler;
  101. else
  102. renderableData.controller = nullptr;
  103. SPtr<MeshCore> mesh = renderable->getMesh();
  104. if (mesh != nullptr)
  105. {
  106. const MeshProperties& meshProps = mesh->getProperties();
  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)
  118. {
  119. SPtr<VertexData> vertexData = mesh->getVertexData();
  120. const VertexDeclarationProperties& vertexProps = vertexData->vertexDeclaration->getProperties();
  121. if (vertexProps.findElementBySemantic(VES_NORMAL))
  122. renElement.material = mDefaultMaterial->getMaterial();
  123. else
  124. renElement.material = mDefaultNoNormalMaterial->getMaterial();
  125. }
  126. auto iterFind = mSamplerOverrides.find(renElement.material);
  127. if (iterFind != mSamplerOverrides.end())
  128. {
  129. renElement.samplerOverrides = iterFind->second;
  130. iterFind->second->refCount++;
  131. }
  132. else
  133. {
  134. MaterialSamplerOverrides* samplerOverrides = SamplerOverrideUtility::generateSamplerOverrides(renElement.material, mCoreOptions);
  135. mSamplerOverrides[renElement.material] = samplerOverrides;
  136. renElement.samplerOverrides = samplerOverrides;
  137. samplerOverrides->refCount++;
  138. }
  139. if (renderableData.controller != nullptr)
  140. renderableData.controller->initializeRenderElem(renElement);
  141. }
  142. }
  143. }
  144. void RenderBeast::_notifyRenderableRemoved(RenderableCore* renderable)
  145. {
  146. UINT32 renderableId = renderable->getRendererId();
  147. RenderableCore* lastRenerable = mRenderables.back().renderable;
  148. UINT32 lastRenderableId = lastRenerable->getRendererId();
  149. Vector<BeastRenderableElement>& elements = mRenderables[renderableId].elements;
  150. for (auto& element : elements)
  151. {
  152. auto iterFind = mSamplerOverrides.find(element.material);
  153. assert(iterFind != mSamplerOverrides.end());
  154. MaterialSamplerOverrides* samplerOverrides = iterFind->second;
  155. samplerOverrides->refCount--;
  156. if (samplerOverrides->refCount == 0)
  157. {
  158. SamplerOverrideUtility::destroySamplerOverrides(samplerOverrides);
  159. mSamplerOverrides.erase(iterFind);
  160. }
  161. element.samplerOverrides = nullptr;
  162. }
  163. if (renderableId != lastRenderableId)
  164. {
  165. // Swap current last element with the one we want to erase
  166. std::swap(mRenderables[renderableId], mRenderables[lastRenderableId]);
  167. std::swap(mWorldBounds[renderableId], mWorldBounds[lastRenderableId]);
  168. std::swap(mRenderableShaderData[renderableId], mRenderableShaderData[lastRenderableId]);
  169. lastRenerable->setRendererId(renderableId);
  170. Vector<BeastRenderableElement>& lastRenderableElements = mRenderables[renderableId].elements;
  171. for (auto& element : elements)
  172. element.renderableId = renderableId;
  173. }
  174. // Last element is the one we want to erase
  175. mRenderables.erase(mRenderables.end() - 1);
  176. mWorldBounds.erase(mWorldBounds.end() - 1);
  177. mRenderableShaderData.erase(mRenderableShaderData.end() - 1);
  178. }
  179. void RenderBeast::_notifyRenderableUpdated(RenderableCore* renderable)
  180. {
  181. UINT32 renderableId = renderable->getRendererId();
  182. RenderableShaderData& shaderData = mRenderableShaderData[renderableId];
  183. shaderData.worldTransform = renderable->getTransform();
  184. shaderData.invWorldTransform = shaderData.worldTransform.inverseAffine();
  185. shaderData.worldNoScaleTransform = renderable->getTransformNoScale();
  186. shaderData.invWorldNoScaleTransform = shaderData.worldNoScaleTransform.inverseAffine();
  187. shaderData.worldDeterminantSign = shaderData.worldTransform.determinant3x3() >= 0.0f ? 1.0f : -1.0f;
  188. mWorldBounds[renderableId] = renderable->getBounds();
  189. }
  190. void RenderBeast::_notifyLightAdded(LightCore* light)
  191. {
  192. if (light->getType() == LightType::Directional)
  193. {
  194. UINT32 lightId = (UINT32)mDirectionalLights.size();
  195. light->setRendererId(lightId);
  196. mDirectionalLights.push_back(LightData());
  197. LightData& lightData = mDirectionalLights.back();
  198. lightData.internal = light;
  199. }
  200. else
  201. {
  202. UINT32 lightId = (UINT32)mPointLights.size();
  203. light->setRendererId(lightId);
  204. mPointLights.push_back(LightData());
  205. mLightWorldBounds.push_back(light->getBounds());
  206. LightData& lightData = mPointLights.back();
  207. lightData.internal = light;
  208. }
  209. }
  210. void RenderBeast::_notifyLightUpdated(LightCore* light)
  211. {
  212. UINT32 lightId = light->getRendererId();
  213. if (light->getType() != LightType::Directional)
  214. mLightWorldBounds[lightId] = light->getBounds();
  215. }
  216. void RenderBeast::_notifyLightRemoved(LightCore* light)
  217. {
  218. UINT32 lightId = light->getRendererId();
  219. if (light->getType() == LightType::Directional)
  220. {
  221. LightCore* lastLight = mDirectionalLights.back().internal;
  222. UINT32 lastLightId = lastLight->getRendererId();
  223. if (lightId != lastLightId)
  224. {
  225. // Swap current last element with the one we want to erase
  226. std::swap(mDirectionalLights[lightId], mDirectionalLights[lastLightId]);
  227. lastLight->setRendererId(lightId);
  228. }
  229. // Last element is the one we want to erase
  230. mDirectionalLights.erase(mDirectionalLights.end() - 1);
  231. }
  232. else
  233. {
  234. LightCore* lastLight = mPointLights.back().internal;
  235. UINT32 lastLightId = lastLight->getRendererId();
  236. if (lightId != lastLightId)
  237. {
  238. // Swap current last element with the one we want to erase
  239. std::swap(mPointLights[lightId], mPointLights[lastLightId]);
  240. std::swap(mLightWorldBounds[lightId], mLightWorldBounds[lastLightId]);
  241. lastLight->setRendererId(lightId);
  242. }
  243. // Last element is the one we want to erase
  244. mPointLights.erase(mPointLights.end() - 1);
  245. mLightWorldBounds.erase(mLightWorldBounds.end() - 1);
  246. }
  247. }
  248. void RenderBeast::_notifyCameraAdded(const CameraCore* camera)
  249. {
  250. CameraData& camData = mCameraData[camera];
  251. camData.opaqueQueue = bs_shared_ptr_new<RenderQueue>(mCoreOptions->stateReductionMode);
  252. StateReduction transparentStateReduction = mCoreOptions->stateReductionMode;
  253. if (transparentStateReduction == StateReduction::Material)
  254. transparentStateReduction = StateReduction::Distance; // Transparent object MUST be sorted by distance
  255. camData.transparentQueue = bs_shared_ptr_new<RenderQueue>(transparentStateReduction);
  256. // Register in render target list
  257. SPtr<RenderTargetCore> renderTarget = camera->getViewport()->getTarget();
  258. if (renderTarget == nullptr)
  259. return;
  260. auto findIter = std::find_if(mRenderTargets.begin(), mRenderTargets.end(),
  261. [&](const RenderTargetData& x) { return x.target == renderTarget; });
  262. if (findIter != mRenderTargets.end())
  263. {
  264. findIter->cameras.push_back(camera);
  265. }
  266. else
  267. {
  268. mRenderTargets.push_back(RenderTargetData());
  269. RenderTargetData& renderTargetData = mRenderTargets.back();
  270. renderTargetData.target = renderTarget;
  271. renderTargetData.cameras.push_back(camera);
  272. }
  273. // Sort render targets based on priority
  274. auto cameraComparer = [&](const CameraCore* a, const CameraCore* b) { return a->getPriority() > b->getPriority(); };
  275. auto renderTargetInfoComparer = [&](const RenderTargetData& a, const RenderTargetData& b)
  276. { return a.target->getProperties().getPriority() > b.target->getProperties().getPriority(); };
  277. std::sort(begin(mRenderTargets), end(mRenderTargets), renderTargetInfoComparer);
  278. for (auto& camerasPerTarget : mRenderTargets)
  279. {
  280. Vector<const CameraCore*>& cameras = camerasPerTarget.cameras;
  281. std::sort(begin(cameras), end(cameras), cameraComparer);
  282. }
  283. }
  284. void RenderBeast::_notifyCameraRemoved(const CameraCore* camera)
  285. {
  286. mCameraData.erase(camera);
  287. // Remove from render target list
  288. for (auto iterTarget = mRenderTargets.begin(); iterTarget != mRenderTargets.end(); ++iterTarget)
  289. {
  290. RenderTargetData& target = *iterTarget;
  291. for (auto iterCam = target.cameras.begin(); iterCam != target.cameras.end(); ++iterCam)
  292. {
  293. if (camera == *iterCam)
  294. {
  295. target.cameras.erase(iterCam);
  296. break;
  297. }
  298. }
  299. if (target.cameras.empty())
  300. {
  301. mRenderTargets.erase(iterTarget);
  302. break;
  303. }
  304. }
  305. }
  306. void RenderBeast::setOptions(const SPtr<CoreRendererOptions>& options)
  307. {
  308. mOptions = std::static_pointer_cast<RenderBeastOptions>(options);
  309. mOptionsDirty = true;
  310. }
  311. SPtr<CoreRendererOptions> RenderBeast::getOptions() const
  312. {
  313. return mOptions;
  314. }
  315. void RenderBeast::renderAll()
  316. {
  317. // Sync all dirty sim thread CoreObject data to core thread
  318. CoreObjectManager::instance().syncToCore(gCoreAccessor());
  319. if (mOptionsDirty)
  320. {
  321. gCoreAccessor().queueCommand(std::bind(&RenderBeast::syncRenderOptions, this, *mOptions));
  322. mOptionsDirty = false;
  323. }
  324. gCoreAccessor().queueCommand(std::bind(&RenderBeast::renderAllCore, this, gTime().getTime()));
  325. }
  326. void RenderBeast::syncRenderOptions(const RenderBeastOptions& options)
  327. {
  328. bool filteringChanged = mCoreOptions->filtering != options.filtering;
  329. if (options.filtering == RenderBeastFiltering::Anisotropic)
  330. filteringChanged |= mCoreOptions->anisotropyMax != options.anisotropyMax;
  331. if (filteringChanged)
  332. refreshSamplerOverrides(true);
  333. *mCoreOptions = options;
  334. for (auto& cameraData : mCameraData)
  335. {
  336. cameraData.second.opaqueQueue->setStateReduction(mCoreOptions->stateReductionMode);
  337. StateReduction transparentStateReduction = mCoreOptions->stateReductionMode;
  338. if (transparentStateReduction == StateReduction::Material)
  339. transparentStateReduction = StateReduction::Distance; // Transparent object MUST be sorted by distance
  340. cameraData.second.transparentQueue->setStateReduction(transparentStateReduction);
  341. }
  342. }
  343. void RenderBeast::renderAllCore(float time)
  344. {
  345. THROW_IF_NOT_CORE_THREAD;
  346. // Note: I'm iterating over all sampler states every frame. If this ends up being a performance
  347. // issue consider handling this internally in MaterialCore which can only do it when sampler states
  348. // are actually modified after sync
  349. refreshSamplerOverrides();
  350. // Update global per-frame hardware buffers
  351. mStaticHandler->updatePerFrameBuffers(time);
  352. // Generate render queues per camera
  353. for (auto& cameraData : mCameraData)
  354. {
  355. const CameraCore* camera = cameraData.first;
  356. determineVisible(*camera);
  357. }
  358. // Render everything, target by target
  359. for (auto& renderTargetData : mRenderTargets)
  360. {
  361. SPtr<RenderTargetCore> target = renderTargetData.target;
  362. Vector<const CameraCore*>& cameras = renderTargetData.cameras;
  363. RenderAPICore::instance().beginFrame();
  364. //UINT32 numCameras = (UINT32)cameras.size();
  365. //for (UINT32 i = 0; i < numCameras; i++)
  366. // render(renderTargetData, i);
  367. // BEGIN OLD STUFF
  368. RenderAPICore::instance().setRenderTarget(target);
  369. for(auto& camera : cameras)
  370. {
  371. SPtr<ViewportCore> viewport = camera->getViewport();
  372. RenderAPICore::instance().setViewport(viewport->getNormArea());
  373. UINT32 clearBuffers = 0;
  374. if(viewport->getRequiresColorClear())
  375. clearBuffers |= FBT_COLOR;
  376. if(viewport->getRequiresDepthClear())
  377. clearBuffers |= FBT_DEPTH;
  378. if(viewport->getRequiresStencilClear())
  379. clearBuffers |= FBT_STENCIL;
  380. if(clearBuffers != 0)
  381. RenderAPICore::instance().clearViewport(clearBuffers, viewport->getClearColor(), viewport->getClearDepthValue(), viewport->getClearStencilValue());
  382. renderOLD(*camera);
  383. }
  384. // END OLD STUFF
  385. RenderAPICore::instance().endFrame();
  386. RenderAPICore::instance().swapBuffers(target);
  387. }
  388. }
  389. void RenderBeast::render(RenderTargetData& rtData, UINT32 camIdx)
  390. {
  391. const CameraCore* camera = rtData.cameras[camIdx];
  392. CameraData& camData = mCameraData[camera];
  393. SPtr<ViewportCore> viewport = camera->getViewport();
  394. CameraShaderData cameraShaderData = getCameraShaderData(*camera);
  395. mStaticHandler->updatePerCameraBuffers(cameraShaderData);
  396. // Render scene objects to g-buffer if there are any
  397. const Vector<RenderQueueElement>& opaqueElements = camData.opaqueQueue->getSortedElements();
  398. bool hasGBuffer = opaqueElements.size() > 0;
  399. if (hasGBuffer)
  400. {
  401. bool createGBuffer = camData.gbuffer == nullptr ||
  402. camData.gbuffer->getHDR() != mCoreOptions->hdr ||
  403. camData.gbuffer->getNumSamples() != mCoreOptions->msaa;
  404. if (createGBuffer)
  405. camData.gbuffer = RenderTargets::create(*viewport, mCoreOptions->hdr, mCoreOptions->msaa);
  406. camData.gbuffer->bind();
  407. UINT32 clearBuffers = 0;
  408. if (viewport->getRequiresColorClear())
  409. clearBuffers |= FBT_COLOR;
  410. if (viewport->getRequiresDepthClear())
  411. clearBuffers |= FBT_DEPTH;
  412. if (viewport->getRequiresStencilClear())
  413. clearBuffers |= FBT_STENCIL;
  414. if (clearBuffers != 0)
  415. RenderAPICore::instance().clearViewport(clearBuffers, viewport->getClearColor(), viewport->getClearDepthValue(), viewport->getClearStencilValue());
  416. for (auto iter = opaqueElements.begin(); iter != opaqueElements.end(); ++iter)
  417. {
  418. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  419. SPtr<MaterialCore> material = renderElem->material;
  420. UINT32 rendererId = renderElem->renderableId;
  421. Matrix4 worldViewProjMatrix = cameraShaderData.viewProj * mRenderableShaderData[rendererId].worldTransform;
  422. mStaticHandler->updatePerObjectBuffers(*renderElem, mRenderableShaderData[rendererId], worldViewProjMatrix);
  423. mStaticHandler->bindGlobalBuffers(*renderElem); // Note: If I can keep global buffer slot indexes the same between shaders I could only bind these once
  424. mStaticHandler->bindPerObjectBuffers(*renderElem);
  425. if (iter->applyPass)
  426. {
  427. SPtr<PassCore> pass = material->getPass(iter->passIdx);
  428. setPass(pass);
  429. }
  430. SPtr<PassParametersCore> passParams = material->getPassParameters(iter->passIdx);
  431. if (renderElem->samplerOverrides != nullptr)
  432. setPassParams(passParams, &renderElem->samplerOverrides->passes[iter->passIdx]);
  433. else
  434. setPassParams(passParams, nullptr);
  435. draw(iter->renderElem->mesh, iter->renderElem->subMesh);
  436. }
  437. }
  438. else
  439. camData.gbuffer = nullptr;
  440. // Prepare final render target
  441. SPtr<RenderTargetCore> target = rtData.target;
  442. // If first camera in render target, prepare the RT
  443. if (camIdx == 0)
  444. {
  445. RenderAPICore::instance().setRenderTarget(target);
  446. RenderAPICore::instance().setViewport(viewport->getNormArea());
  447. UINT32 clearBuffers = 0;
  448. if (viewport->getRequiresColorClear())
  449. clearBuffers |= FBT_COLOR;
  450. if (viewport->getRequiresDepthClear())
  451. clearBuffers |= FBT_DEPTH;
  452. if (viewport->getRequiresStencilClear())
  453. clearBuffers |= FBT_STENCIL;
  454. if (clearBuffers != 0)
  455. RenderAPICore::instance().clearViewport(clearBuffers, viewport->getClearColor(), viewport->getClearDepthValue(), viewport->getClearStencilValue());
  456. }
  457. // Trigger pre-scene callbacks
  458. auto iterCameraCallbacks = mRenderCallbacks.find(camera);
  459. if (iterCameraCallbacks != mRenderCallbacks.end())
  460. {
  461. for (auto& callbackPair : iterCameraCallbacks->second)
  462. {
  463. if (callbackPair.first >= 0)
  464. break;
  465. callbackPair.second();
  466. }
  467. }
  468. // Render lights and resolve gbuffer if there is one
  469. if (hasGBuffer)
  470. {
  471. SPtr<MaterialCore> dirMaterial = mDirLightMat->getMaterial();
  472. SPtr<PassCore> dirPass = dirMaterial->getPass(0);
  473. setPass(dirPass);
  474. for (auto& light : mDirectionalLights)
  475. {
  476. if (!light.internal->getIsActive())
  477. continue;
  478. mDirLightMat->setParameters(light.internal);
  479. SPtr<MeshCore> mesh = nullptr; // TODO - Get full screen quad
  480. draw(mesh, mesh->getProperties().getSubMesh(0));
  481. }
  482. // TODO - Cull lights based on visibility, right now I just iterate over all of them.
  483. for (auto& light : mPointLights)
  484. {
  485. if (!light.internal->getIsActive())
  486. continue;
  487. mPointLightMat->setParameters(light.internal);
  488. SPtr<MeshCore> mesh = light.internal->getMesh();
  489. draw(mesh, mesh->getProperties().getSubMesh(0));
  490. }
  491. // TODO - Resolve to render target (Later: Manual resolve during deferred light pass?)
  492. camData.gbuffer->unbind();
  493. }
  494. // Render transparent objects (TODO - No lighting yet)
  495. const Vector<RenderQueueElement>& transparentElements = camData.transparentQueue->getSortedElements();
  496. for (auto iter = transparentElements.begin(); iter != transparentElements.end(); ++iter)
  497. {
  498. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  499. SPtr<MaterialCore> material = renderElem->material;
  500. UINT32 rendererId = renderElem->renderableId;
  501. Matrix4 worldViewProjMatrix = cameraShaderData.viewProj * mRenderableShaderData[rendererId].worldTransform;
  502. mStaticHandler->updatePerObjectBuffers(*renderElem, mRenderableShaderData[rendererId], worldViewProjMatrix);
  503. mStaticHandler->bindGlobalBuffers(*renderElem); // Note: If I can keep global buffer slot indexes the same between shaders I could only bind these once
  504. mStaticHandler->bindPerObjectBuffers(*renderElem);
  505. if (iter->applyPass)
  506. {
  507. SPtr<PassCore> pass = material->getPass(iter->passIdx);
  508. setPass(pass);
  509. }
  510. SPtr<PassParametersCore> passParams = material->getPassParameters(iter->passIdx);
  511. if (renderElem->samplerOverrides != nullptr)
  512. setPassParams(passParams, &renderElem->samplerOverrides->passes[iter->passIdx]);
  513. else
  514. setPassParams(passParams, nullptr);
  515. draw(iter->renderElem->mesh, iter->renderElem->subMesh);
  516. }
  517. camData.opaqueQueue->clear();
  518. camData.transparentQueue->clear();
  519. // Render post-scene callbacks
  520. if (iterCameraCallbacks != mRenderCallbacks.end())
  521. {
  522. for (auto& callbackPair : iterCameraCallbacks->second)
  523. {
  524. if (callbackPair.first < 0)
  525. continue;
  526. callbackPair.second();
  527. }
  528. }
  529. }
  530. void RenderBeast::renderOLD(const CameraCore& camera)
  531. {
  532. THROW_IF_NOT_CORE_THREAD;
  533. RenderAPICore& rs = RenderAPICore::instance();
  534. CameraData& cameraData = mCameraData[&camera];
  535. CameraShaderData cameraShaderData = getCameraShaderData(camera);
  536. // Trigger pre-render callbacks
  537. auto iterCameraCallbacks = mRenderCallbacks.find(&camera);
  538. if (iterCameraCallbacks != mRenderCallbacks.end())
  539. {
  540. for (auto& callbackPair : iterCameraCallbacks->second)
  541. {
  542. if (callbackPair.first >= 0)
  543. break;
  544. callbackPair.second();
  545. }
  546. }
  547. // Render opaque
  548. //// Update global per-frame hardware buffers
  549. mStaticHandler->updatePerCameraBuffers(cameraShaderData);
  550. // TODO - This bit can be removed once I fully switch to deferred
  551. const Vector<RenderQueueElement>& opaqueElements = cameraData.opaqueQueue->getSortedElements();
  552. for(auto iter = opaqueElements.begin(); iter != opaqueElements.end(); ++iter)
  553. {
  554. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  555. SPtr<MaterialCore> material = renderElem->material;
  556. UINT32 rendererId = renderElem->renderableId;
  557. Matrix4 worldViewProjMatrix = cameraShaderData.viewProj * mRenderableShaderData[rendererId].worldTransform;
  558. mStaticHandler->updatePerObjectBuffers(*renderElem, mRenderableShaderData[rendererId], worldViewProjMatrix);
  559. mStaticHandler->bindGlobalBuffers(*renderElem); // Note: If I can keep global buffer slot indexes the same between shaders I could only bind these once
  560. mStaticHandler->bindPerObjectBuffers(*renderElem);
  561. if (iter->applyPass)
  562. {
  563. SPtr<PassCore> pass = material->getPass(iter->passIdx);
  564. setPass(pass);
  565. }
  566. {
  567. SPtr<PassParametersCore> passParams = material->getPassParameters(iter->passIdx);
  568. if (renderElem->samplerOverrides != nullptr)
  569. setPassParams(passParams, &renderElem->samplerOverrides->passes[iter->passIdx]);
  570. else
  571. setPassParams(passParams, nullptr);
  572. }
  573. draw(iter->renderElem->mesh, iter->renderElem->subMesh);
  574. }
  575. // Render transparent
  576. const Vector<RenderQueueElement>& transparentElements = cameraData.transparentQueue->getSortedElements();
  577. for (auto iter = transparentElements.begin(); iter != transparentElements.end(); ++iter)
  578. {
  579. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  580. SPtr<MaterialCore> material = renderElem->material;
  581. UINT32 rendererId = renderElem->renderableId;
  582. Matrix4 worldViewProjMatrix = cameraShaderData.viewProj * mRenderableShaderData[rendererId].worldTransform;
  583. mStaticHandler->updatePerObjectBuffers(*renderElem, mRenderableShaderData[rendererId], worldViewProjMatrix);
  584. mStaticHandler->bindGlobalBuffers(*renderElem); // Note: If I can keep global buffer slot indexes the same between shaders I could only bind these once
  585. mStaticHandler->bindPerObjectBuffers(*renderElem);
  586. if (iter->applyPass)
  587. {
  588. SPtr<PassCore> pass = material->getPass(iter->passIdx);
  589. setPass(pass);
  590. }
  591. SPtr<PassParametersCore> passParams = material->getPassParameters(iter->passIdx);
  592. if (renderElem->samplerOverrides != nullptr)
  593. setPassParams(passParams, &renderElem->samplerOverrides->passes[iter->passIdx]);
  594. else
  595. setPassParams(passParams, nullptr);
  596. draw(iter->renderElem->mesh, iter->renderElem->subMesh);
  597. }
  598. cameraData.opaqueQueue->clear();
  599. cameraData.transparentQueue->clear();
  600. // Trigger post-render callbacks
  601. if (iterCameraCallbacks != mRenderCallbacks.end())
  602. {
  603. for (auto& callbackPair : iterCameraCallbacks->second)
  604. {
  605. if (callbackPair.first < 0)
  606. continue;
  607. callbackPair.second();
  608. }
  609. }
  610. }
  611. void RenderBeast::determineVisible(const CameraCore& camera)
  612. {
  613. CameraData& cameraData = mCameraData[&camera];
  614. UINT64 cameraLayers = camera.getLayers();
  615. ConvexVolume worldFrustum = camera.getWorldFrustum();
  616. // Update per-object param buffers and queue render elements
  617. for (auto& renderableData : mRenderables)
  618. {
  619. RenderableCore* renderable = renderableData.renderable;
  620. RenderableHandler* controller = renderableData.controller;
  621. UINT32 renderableType = renderable->getRenderableType();
  622. UINT32 rendererId = renderable->getRendererId();
  623. if ((renderable->getLayer() & cameraLayers) == 0)
  624. continue;
  625. // Do frustum culling
  626. // TODO - This is bound to be a bottleneck at some point. When it is ensure that intersect
  627. // methods use vector operations, as it is trivial to update them.
  628. const Sphere& boundingSphere = mWorldBounds[rendererId].getSphere();
  629. if (worldFrustum.intersects(boundingSphere))
  630. {
  631. // More precise with the box
  632. const AABox& boundingBox = mWorldBounds[rendererId].getBox();
  633. if (worldFrustum.intersects(boundingBox))
  634. {
  635. float distanceToCamera = (camera.getPosition() - boundingBox.getCenter()).length();
  636. for (auto& renderElem : renderableData.elements)
  637. {
  638. bool isTransparent = (renderElem.material->getShader()->getFlags() & (UINT32)ShaderFlags::Transparent) != 0;
  639. if (isTransparent)
  640. cameraData.transparentQueue->add(&renderElem, distanceToCamera);
  641. else
  642. cameraData.opaqueQueue->add(&renderElem, distanceToCamera);
  643. }
  644. }
  645. }
  646. }
  647. cameraData.opaqueQueue->sort();
  648. cameraData.transparentQueue->sort();
  649. }
  650. Vector2 RenderBeast::getDeviceZTransform(const Matrix4& projMatrix)
  651. {
  652. Vector2 output;
  653. output.x = 1.0f / projMatrix[2][2];
  654. output.y = projMatrix[2][3] / projMatrix[2][2];
  655. return output;
  656. }
  657. CameraShaderData RenderBeast::getCameraShaderData(const CameraCore& camera)
  658. {
  659. CameraShaderData data;
  660. data.proj = camera.getProjectionMatrixRS();
  661. data.view = camera.getViewMatrix();
  662. data.viewProj = data.proj * data.view;
  663. data.invProj = data.proj.inverse();
  664. data.viewDir = camera.getForward();
  665. data.viewOrigin = camera.getPosition();
  666. data.deviceZToWorldZ = getDeviceZTransform(data.proj);
  667. SPtr<ViewportCore> viewport = camera.getViewport();
  668. SPtr<RenderTargetCore> rt = viewport->getTarget();
  669. float halfWidth = viewport->getWidth() / 2.0f;
  670. float halfHeight = viewport->getHeight() / 2.0f;
  671. float rtWidth = (float)rt->getProperties().getWidth();
  672. float rtHeight = (float)rt->getProperties().getHeight();
  673. RenderAPICore& rapi = RenderAPICore::instance();
  674. data.clipToUVScaleOffset.x = (halfWidth / 2.0f) / rtWidth;
  675. data.clipToUVScaleOffset.y = (halfHeight / 2.0f) / rtHeight;
  676. data.clipToUVScaleOffset.z = (viewport->getX() + halfWidth + rapi.getHorizontalTexelOffset()) / rtWidth;
  677. data.clipToUVScaleOffset.w = (viewport->getY() + halfHeight + rapi.getHorizontalTexelOffset()) / rtHeight;
  678. return data;
  679. }
  680. void RenderBeast::refreshSamplerOverrides(bool force)
  681. {
  682. for (auto& entry : mSamplerOverrides)
  683. {
  684. SPtr<MaterialCore> material = entry.first;
  685. if (force)
  686. {
  687. SamplerOverrideUtility::destroySamplerOverrides(entry.second);
  688. entry.second = SamplerOverrideUtility::generateSamplerOverrides(material, mCoreOptions);
  689. }
  690. else
  691. {
  692. MaterialSamplerOverrides* materialOverrides = entry.second;
  693. UINT32 numPasses = material->getNumPasses();
  694. assert(numPasses == materialOverrides->numPasses);
  695. for (UINT32 i = 0; i < numPasses; i++)
  696. {
  697. SPtr<PassParametersCore> passParams = material->getPassParameters(i);
  698. PassSamplerOverrides& passOverrides = materialOverrides->passes[i];
  699. for (UINT32 j = 0; j < PassParametersCore::NUM_PARAMS; j++)
  700. {
  701. StageSamplerOverrides& stageOverrides = passOverrides.stages[j];
  702. SPtr<GpuParamsCore> params = passParams->getParamByIdx(j);
  703. if (params == nullptr)
  704. continue;
  705. const GpuParamDesc& paramDesc = params->getParamDesc();
  706. for (auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  707. {
  708. UINT32 slot = iter->second.slot;
  709. SPtr<SamplerStateCore> samplerState = params->getSamplerState(slot);
  710. assert(stageOverrides.numStates > slot);
  711. if (samplerState != stageOverrides.stateOverrides[slot])
  712. {
  713. if (samplerState != nullptr)
  714. stageOverrides.stateOverrides[slot] = SamplerOverrideUtility::generateSamplerOverride(samplerState, mCoreOptions);
  715. else
  716. stageOverrides.stateOverrides[slot] = SamplerOverrideUtility::generateSamplerOverride(SamplerStateCore::getDefault(), mCoreOptions);;
  717. }
  718. }
  719. }
  720. }
  721. }
  722. }
  723. }
  724. void RenderBeast::setPass(const SPtr<PassCore>& pass)
  725. {
  726. THROW_IF_NOT_CORE_THREAD;
  727. RenderAPICore& rs = RenderAPICore::instance();
  728. struct StageData
  729. {
  730. GpuProgramType type;
  731. bool enable;
  732. SPtr<GpuProgramCore> program;
  733. };
  734. const UINT32 numStages = 6;
  735. StageData stages[numStages] =
  736. {
  737. { GPT_VERTEX_PROGRAM, pass->hasVertexProgram(), pass->getVertexProgram() },
  738. { GPT_FRAGMENT_PROGRAM, pass->hasFragmentProgram(), pass->getFragmentProgram() },
  739. { GPT_GEOMETRY_PROGRAM, pass->hasGeometryProgram(), pass->getGeometryProgram() },
  740. { GPT_HULL_PROGRAM, pass->hasHullProgram(), pass->getHullProgram() },
  741. { GPT_DOMAIN_PROGRAM, pass->hasDomainProgram(), pass->getDomainProgram() },
  742. { GPT_COMPUTE_PROGRAM, pass->hasComputeProgram(), pass->getComputeProgram() }
  743. };
  744. for (UINT32 i = 0; i < numStages; i++)
  745. {
  746. const StageData& stage = stages[i];
  747. if (stage.enable)
  748. rs.bindGpuProgram(stage.program);
  749. else
  750. rs.unbindGpuProgram(stage.type);
  751. }
  752. // Set up non-texture related pass settings
  753. if (pass->getBlendState() != nullptr)
  754. rs.setBlendState(pass->getBlendState());
  755. else
  756. rs.setBlendState(BlendStateCore::getDefault());
  757. if (pass->getDepthStencilState() != nullptr)
  758. rs.setDepthStencilState(pass->getDepthStencilState(), pass->getStencilRefValue());
  759. else
  760. rs.setDepthStencilState(DepthStencilStateCore::getDefault(), pass->getStencilRefValue());
  761. if (pass->getRasterizerState() != nullptr)
  762. rs.setRasterizerState(pass->getRasterizerState());
  763. else
  764. rs.setRasterizerState(RasterizerStateCore::getDefault());
  765. }
  766. void RenderBeast::setPassParams(const SPtr<PassParametersCore>& passParams, const PassSamplerOverrides* samplerOverrides)
  767. {
  768. THROW_IF_NOT_CORE_THREAD;
  769. RenderAPICore& rs = RenderAPICore::instance();
  770. struct StageData
  771. {
  772. GpuProgramType type;
  773. SPtr<GpuParamsCore> params;
  774. };
  775. const UINT32 numStages = 6;
  776. StageData stages[numStages] =
  777. {
  778. { GPT_VERTEX_PROGRAM, passParams->mVertParams },
  779. { GPT_FRAGMENT_PROGRAM, passParams->mFragParams },
  780. { GPT_GEOMETRY_PROGRAM, passParams->mGeomParams },
  781. { GPT_HULL_PROGRAM, passParams->mHullParams },
  782. { GPT_DOMAIN_PROGRAM, passParams->mDomainParams },
  783. { GPT_COMPUTE_PROGRAM, passParams->mComputeParams }
  784. };
  785. for (UINT32 i = 0; i < numStages; i++)
  786. {
  787. const StageData& stage = stages[i];
  788. SPtr<GpuParamsCore> params = stage.params;
  789. if (params == nullptr)
  790. continue;
  791. const GpuParamDesc& paramDesc = params->getParamDesc();
  792. for (auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  793. {
  794. SPtr<SamplerStateCore> samplerState;
  795. if (samplerOverrides != nullptr)
  796. samplerState = samplerOverrides->stages[i].stateOverrides[iter->second.slot];
  797. else
  798. samplerState = params->getSamplerState(iter->second.slot);
  799. if (samplerState == nullptr)
  800. rs.setSamplerState(stage.type, iter->second.slot, SamplerStateCore::getDefault());
  801. else
  802. rs.setSamplerState(stage.type, iter->second.slot, samplerState);
  803. }
  804. for (auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
  805. {
  806. SPtr<TextureCore> texture = params->getTexture(iter->second.slot);
  807. if (!params->isLoadStoreTexture(iter->second.slot))
  808. {
  809. if (texture == nullptr)
  810. rs.setTexture(stage.type, iter->second.slot, false, nullptr);
  811. else
  812. rs.setTexture(stage.type, iter->second.slot, true, texture);
  813. }
  814. else
  815. {
  816. const TextureSurface& surface = params->getLoadStoreSurface(iter->second.slot);
  817. if (texture == nullptr)
  818. rs.setLoadStoreTexture(stage.type, iter->second.slot, false, nullptr, surface);
  819. else
  820. rs.setLoadStoreTexture(stage.type, iter->second.slot, true, texture, surface);
  821. }
  822. }
  823. rs.setConstantBuffers(stage.type, params);
  824. }
  825. }
  826. }