BsRenderBeast.cpp 20 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 "Components/BsCCamera.h"
  5. #include "Components/BsCRenderable.h"
  6. #include "Material/BsMaterial.h"
  7. #include "Material/BsPass.h"
  8. #include "BsCoreApplication.h"
  9. #include "RenderAPI/BsViewport.h"
  10. #include "RenderAPI/BsRenderTarget.h"
  11. #include "CoreThread/BsCoreThread.h"
  12. #include "Profiling/BsProfilerCPU.h"
  13. #include "Profiling/BsProfilerGPU.h"
  14. #include "Material/BsShader.h"
  15. #include "RenderAPI/BsGpuParamBlockBuffer.h"
  16. #include "Utility/BsTime.h"
  17. #include "CoreThread/BsCoreObjectManager.h"
  18. #include "BsRenderBeastOptions.h"
  19. #include "Renderer/BsLight.h"
  20. #include "BsGpuResourcePool.h"
  21. #include "Renderer/BsRendererUtility.h"
  22. #include "Animation/BsAnimationManager.h"
  23. #include "Animation/BsSkeleton.h"
  24. #include "Renderer/BsRendererExtension.h"
  25. #include "Renderer/BsReflectionProbe.h"
  26. #include "Renderer/BsIBLUtility.h"
  27. #include "Renderer/BsSkybox.h"
  28. #include "BsStandardDeferredLighting.h"
  29. #include "BsShadowRendering.h"
  30. #include "BsRenderCompositor.h"
  31. #include "BsRendererTextures.h"
  32. #include "BsRenderBeastIBLUtility.h"
  33. using namespace std::placeholders;
  34. namespace bs { namespace ct
  35. {
  36. RenderBeast::RenderBeast()
  37. {
  38. mOptions = bs_shared_ptr_new<RenderBeastOptions>();
  39. }
  40. const StringID& RenderBeast::getName() const
  41. {
  42. static StringID name = "RenderBeast";
  43. return name;
  44. }
  45. void RenderBeast::initialize()
  46. {
  47. Renderer::initialize();
  48. gCoreThread().queueCommand(std::bind(&RenderBeast::initializeCore, this), CTQF_InternalQueue);
  49. }
  50. void RenderBeast::destroy()
  51. {
  52. Renderer::destroy();
  53. gCoreThread().queueCommand(std::bind(&RenderBeast::destroyCore, this));
  54. gCoreThread().submit(true);
  55. }
  56. void RenderBeast::initializeCore()
  57. {
  58. RendererUtility::startUp();
  59. GpuResourcePool::startUp();
  60. IBLUtility::startUp<RenderBeastIBLUtility>();
  61. RendererTextures::startUp();
  62. mCoreOptions = bs_shared_ptr_new<RenderBeastOptions>();
  63. mScene = bs_shared_ptr_new<RendererScene>(mCoreOptions);
  64. mObjectRenderer = bs_new<ObjectRenderer>();
  65. mMainViewGroup = bs_new<RendererViewGroup>();
  66. StandardDeferred::startUp();
  67. RenderCompositor::registerNodeType<RCNodeSceneDepth>();
  68. RenderCompositor::registerNodeType<RCNodeGBuffer>();
  69. RenderCompositor::registerNodeType<RCNodeLightAccumulation>();
  70. RenderCompositor::registerNodeType<RCNodeSceneColor>();
  71. RenderCompositor::registerNodeType<RCNodeStandardDeferredLighting>();
  72. RenderCompositor::registerNodeType<RCNodeTiledDeferredLighting>();
  73. RenderCompositor::registerNodeType<RCNodeTiledDeferredIBL>();
  74. RenderCompositor::registerNodeType<RCNodeUnflattenLightAccum>();
  75. RenderCompositor::registerNodeType<RCNodeFinalResolve>();
  76. RenderCompositor::registerNodeType<RCNodeSkybox>();
  77. RenderCompositor::registerNodeType<RCNodeUnflattenSceneColor>();
  78. RenderCompositor::registerNodeType<RCNodePostProcess>();
  79. RenderCompositor::registerNodeType<RCNodeTonemapping>();
  80. RenderCompositor::registerNodeType<RCNodeGaussianDOF>();
  81. RenderCompositor::registerNodeType<RCNodeFXAA>();
  82. RenderCompositor::registerNodeType<RCNodeResolvedSceneDepth>();
  83. RenderCompositor::registerNodeType<RCNodeHiZ>();
  84. RenderCompositor::registerNodeType<RCNodeSSAO>();
  85. RenderCompositor::registerNodeType<RCNodeClusteredForward>();
  86. RenderCompositor::registerNodeType<RCNodeIndirectLighting>();
  87. RenderCompositor::registerNodeType<RCNodeSSR>();
  88. RenderCompositor::registerNodeType<RCNodeMSAACoverage>();
  89. }
  90. void RenderBeast::destroyCore()
  91. {
  92. // Make sure all tasks finish first
  93. processTasks(true);
  94. if (mObjectRenderer != nullptr)
  95. bs_delete(mObjectRenderer);
  96. mScene = nullptr;
  97. RenderCompositor::cleanUp();
  98. StandardDeferred::shutDown();
  99. bs_delete(mMainViewGroup);
  100. RendererTextures::shutDown();
  101. IBLUtility::shutDown();
  102. GpuResourcePool::shutDown();
  103. RendererUtility::shutDown();
  104. }
  105. void RenderBeast::notifyRenderableAdded(Renderable* renderable)
  106. {
  107. mScene->registerRenderable(renderable);
  108. const SceneInfo& sceneInfo = mScene->getSceneInfo();
  109. RendererObject* rendererObject = sceneInfo.renderables[renderable->getRendererId()];
  110. for(auto& entry : rendererObject->elements)
  111. mObjectRenderer->initElement(*rendererObject, entry);
  112. }
  113. void RenderBeast::notifyRenderableRemoved(Renderable* renderable)
  114. {
  115. mScene->unregisterRenderable(renderable);
  116. }
  117. void RenderBeast::notifyRenderableUpdated(Renderable* renderable)
  118. {
  119. mScene->updateRenderable(renderable);
  120. }
  121. void RenderBeast::notifyLightAdded(Light* light)
  122. {
  123. mScene->registerLight(light);
  124. }
  125. void RenderBeast::notifyLightUpdated(Light* light)
  126. {
  127. mScene->updateLight(light);
  128. }
  129. void RenderBeast::notifyLightRemoved(Light* light)
  130. {
  131. mScene->unregisterLight(light);
  132. }
  133. void RenderBeast::notifyCameraAdded(Camera* camera)
  134. {
  135. mScene->registerCamera(camera);
  136. }
  137. void RenderBeast::notifyCameraUpdated(Camera* camera, UINT32 updateFlag)
  138. {
  139. mScene->updateCamera(camera, updateFlag);
  140. }
  141. void RenderBeast::notifyCameraRemoved(Camera* camera)
  142. {
  143. mScene->unregisterCamera(camera);
  144. }
  145. void RenderBeast::notifyReflectionProbeAdded(ReflectionProbe* probe)
  146. {
  147. mScene->registerReflectionProbe(probe);
  148. }
  149. void RenderBeast::notifyReflectionProbeUpdated(ReflectionProbe* probe, bool texture)
  150. {
  151. mScene->updateReflectionProbe(probe, texture);
  152. }
  153. void RenderBeast::notifyReflectionProbeRemoved(ReflectionProbe* probe)
  154. {
  155. mScene->unregisterReflectionProbe(probe);
  156. }
  157. void RenderBeast::notifyLightProbeVolumeAdded(LightProbeVolume* volume)
  158. {
  159. mScene->registerLightProbeVolume(volume);
  160. }
  161. void RenderBeast::notifyLightProbeVolumeUpdated(LightProbeVolume* volume)
  162. {
  163. mScene->updateLightProbeVolume(volume);
  164. }
  165. void RenderBeast::notifyLightProbeVolumeRemoved(LightProbeVolume* volume)
  166. {
  167. mScene->unregisterLightProbeVolume(volume);
  168. }
  169. void RenderBeast::notifySkyboxAdded(Skybox* skybox)
  170. {
  171. mScene->registerSkybox(skybox);
  172. }
  173. void RenderBeast::notifySkyboxRemoved(Skybox* skybox)
  174. {
  175. mScene->unregisterSkybox(skybox);
  176. }
  177. void RenderBeast::setOptions(const SPtr<RendererOptions>& options)
  178. {
  179. mOptions = std::static_pointer_cast<RenderBeastOptions>(options);
  180. mOptionsDirty = true;
  181. }
  182. SPtr<RendererOptions> RenderBeast::getOptions() const
  183. {
  184. return mOptions;
  185. }
  186. void RenderBeast::syncOptions(const RenderBeastOptions& options)
  187. {
  188. bool filteringChanged = mCoreOptions->filtering != options.filtering;
  189. if (options.filtering == RenderBeastFiltering::Anisotropic)
  190. filteringChanged |= mCoreOptions->anisotropyMax != options.anisotropyMax;
  191. if (filteringChanged)
  192. mScene->refreshSamplerOverrides(true);
  193. *mCoreOptions = options;
  194. mScene->setOptions(mCoreOptions);
  195. ShadowRendering& shadowRenderer = mMainViewGroup->getShadowRenderer();
  196. shadowRenderer.setShadowMapSize(mCoreOptions->shadowMapSize);
  197. }
  198. void RenderBeast::renderAll()
  199. {
  200. // Sync all dirty sim thread CoreObject data to core thread
  201. CoreObjectManager::instance().syncToCore();
  202. if (mOptionsDirty)
  203. {
  204. gCoreThread().queueCommand(std::bind(&RenderBeast::syncOptions, this, *mOptions));
  205. mOptionsDirty = false;
  206. }
  207. FrameTimings timings;
  208. timings.time = gTime().getTime();
  209. timings.timeDelta = gTime().getFrameDelta();
  210. timings.frameIdx = gTime().getFrameIdx();
  211. gCoreThread().queueCommand(std::bind(&RenderBeast::renderAllCore, this, timings));
  212. }
  213. void RenderBeast::renderAllCore(FrameTimings timings)
  214. {
  215. THROW_IF_NOT_CORE_THREAD;
  216. gProfilerGPU().beginFrame();
  217. gProfilerCPU().beginSample("renderAllCore");
  218. const SceneInfo& sceneInfo = mScene->getSceneInfo();
  219. // Note: I'm iterating over all sampler states every frame. If this ends up being a performance
  220. // issue consider handling this internally in ct::Material which can only do it when sampler states
  221. // are actually modified after sync
  222. mScene->refreshSamplerOverrides();
  223. // Update global per-frame hardware buffers
  224. mObjectRenderer->setParamFrameParams(timings.time);
  225. // Retrieve animation data
  226. AnimationManager::instance().waitUntilComplete();
  227. const RendererAnimationData& animData = AnimationManager::instance().getRendererData();
  228. sceneInfo.renderableReady.resize(sceneInfo.renderables.size(), false);
  229. sceneInfo.renderableReady.assign(sceneInfo.renderables.size(), false);
  230. FrameInfo frameInfo(timings, &animData);
  231. // Make sure any renderer tasks finish first, as rendering might depend on them
  232. processTasks(false);
  233. // Gather all views
  234. Vector<RendererView*> views;
  235. for (auto& rtInfo : sceneInfo.renderTargets)
  236. {
  237. SPtr<RenderTarget> target = rtInfo.target;
  238. const Vector<Camera*>& cameras = rtInfo.cameras;
  239. UINT32 numCameras = (UINT32)cameras.size();
  240. for (UINT32 i = 0; i < numCameras; i++)
  241. {
  242. UINT32 viewIdx = sceneInfo.cameraToView.at(cameras[i]);
  243. RendererView* viewInfo = sceneInfo.views[viewIdx];
  244. views.push_back(viewInfo);
  245. }
  246. }
  247. mMainViewGroup->setViews(views.data(), (UINT32)views.size());
  248. mMainViewGroup->determineVisibility(sceneInfo);
  249. // Update reflection probe array if required
  250. updateReflProbeArray();
  251. // Render everything
  252. renderViews(*mMainViewGroup, frameInfo);
  253. gProfilerGPU().endFrame();
  254. // Present render targets with back buffers
  255. for (auto& rtInfo : sceneInfo.renderTargets)
  256. {
  257. if(rtInfo.target->getProperties().isWindow)
  258. RenderAPI::instance().swapBuffers(rtInfo.target);
  259. }
  260. gProfilerCPU().endSample("renderAllCore");
  261. }
  262. void RenderBeast::renderViews(RendererViewGroup& viewGroup, const FrameInfo& frameInfo)
  263. {
  264. const SceneInfo& sceneInfo = mScene->getSceneInfo();
  265. const VisibilityInfo& visibility = viewGroup.getVisibilityInfo();
  266. // Render shadow maps
  267. ShadowRendering& shadowRenderer = viewGroup.getShadowRenderer();
  268. shadowRenderer.renderShadowMaps(*mScene, viewGroup, frameInfo);
  269. // Update various buffers required by each renderable
  270. UINT32 numRenderables = (UINT32)sceneInfo.renderables.size();
  271. for (UINT32 i = 0; i < numRenderables; i++)
  272. {
  273. if (!visibility.renderables[i])
  274. continue;
  275. mScene->prepareRenderable(i, frameInfo);
  276. }
  277. UINT32 numViews = viewGroup.getNumViews();
  278. for (UINT32 i = 0; i < numViews; i++)
  279. {
  280. RendererView* view = viewGroup.getView(i);
  281. const RenderSettings& settings = view->getRenderSettings();
  282. if (settings.overlayOnly)
  283. renderOverlay(*view);
  284. else
  285. renderView(viewGroup, *view, frameInfo);
  286. }
  287. }
  288. void RenderBeast::renderView(const RendererViewGroup& viewGroup, RendererView& view, const FrameInfo& frameInfo)
  289. {
  290. gProfilerCPU().beginSample("Render");
  291. const SceneInfo& sceneInfo = mScene->getSceneInfo();
  292. auto& viewProps = view.getProperties();
  293. SPtr<GpuParamBlockBuffer> perCameraBuffer = view.getPerViewBuffer();
  294. perCameraBuffer->flushToGPU();
  295. // Make sure light probe data is up to date
  296. if(view.getRenderSettings().enableIndirectLighting)
  297. mScene->updateLightProbes();
  298. view.beginFrame();
  299. RenderCompositorNodeInputs inputs(viewGroup, view, sceneInfo, *mCoreOptions, frameInfo);
  300. // Register callbacks
  301. if (viewProps.triggerCallbacks)
  302. {
  303. for(auto& extension : mCallbacks)
  304. {
  305. RenderLocation location = extension->getLocation();
  306. switch(location)
  307. {
  308. case RenderLocation::PreBasePass:
  309. inputs.extPreBasePass.push_back(extension);
  310. break;
  311. case RenderLocation::PostBasePass:
  312. inputs.extPostBasePass.push_back(extension);
  313. break;
  314. case RenderLocation::PostLightPass:
  315. inputs.extPostLighting.push_back(extension);
  316. break;
  317. case RenderLocation::Overlay:
  318. inputs.extOverlay.push_back(extension);
  319. break;
  320. }
  321. }
  322. }
  323. const RenderCompositor& compositor = view.getCompositor();
  324. compositor.execute(inputs);
  325. view.endFrame();
  326. gProfilerCPU().endSample("Render");
  327. }
  328. void RenderBeast::renderOverlay(RendererView& view)
  329. {
  330. gProfilerCPU().beginSample("RenderOverlay");
  331. view.getPerViewBuffer()->flushToGPU();
  332. view.beginFrame();
  333. auto& viewProps = view.getProperties();
  334. const Camera* camera = view.getSceneCamera();
  335. SPtr<RenderTarget> target = viewProps.target;
  336. SPtr<Viewport> viewport = camera->getViewport();
  337. ClearFlags clearFlags = viewport->getClearFlags();
  338. UINT32 clearBuffers = 0;
  339. if (clearFlags.isSet(ClearFlagBits::Color))
  340. clearBuffers |= FBT_COLOR;
  341. if (clearFlags.isSet(ClearFlagBits::Depth))
  342. clearBuffers |= FBT_DEPTH;
  343. if (clearFlags.isSet(ClearFlagBits::Stencil))
  344. clearBuffers |= FBT_STENCIL;
  345. if (clearBuffers != 0)
  346. {
  347. RenderAPI::instance().setRenderTarget(target);
  348. RenderAPI::instance().clearViewport(clearBuffers, viewport->getClearColorValue(),
  349. viewport->getClearDepthValue(), viewport->getClearStencilValue());
  350. }
  351. else
  352. RenderAPI::instance().setRenderTarget(target, 0, RT_COLOR0);
  353. RenderAPI::instance().setViewport(viewport->getArea());
  354. // Trigger overlay callbacks
  355. auto iterRenderCallback = mCallbacks.begin();
  356. while (iterRenderCallback != mCallbacks.end())
  357. {
  358. RendererExtension* extension = *iterRenderCallback;
  359. if (extension->getLocation() != RenderLocation::Overlay)
  360. {
  361. ++iterRenderCallback;
  362. continue;
  363. }
  364. if (extension->check(*camera))
  365. extension->render(*camera);
  366. ++iterRenderCallback;
  367. }
  368. view.endFrame();
  369. gProfilerCPU().endSample("RenderOverlay");
  370. }
  371. void RenderBeast::updateReflProbeArray()
  372. {
  373. SceneInfo& sceneInfo = mScene->_getSceneInfo();
  374. UINT32 numProbes = (UINT32)sceneInfo.reflProbes.size();
  375. bs_frame_mark();
  376. {
  377. UINT32 currentCubeArraySize = 0;
  378. if(sceneInfo.reflProbeCubemapsTex != nullptr)
  379. currentCubeArraySize = sceneInfo.reflProbeCubemapsTex->getProperties().getNumArraySlices();
  380. bool forceArrayUpdate = false;
  381. if(sceneInfo.reflProbeCubemapsTex == nullptr || (currentCubeArraySize < numProbes && currentCubeArraySize != MaxReflectionCubemaps))
  382. {
  383. TEXTURE_DESC cubeMapDesc;
  384. cubeMapDesc.type = TEX_TYPE_CUBE_MAP;
  385. cubeMapDesc.format = PF_RG11B10F;
  386. cubeMapDesc.width = IBLUtility::REFLECTION_CUBEMAP_SIZE;
  387. cubeMapDesc.height = IBLUtility::REFLECTION_CUBEMAP_SIZE;
  388. cubeMapDesc.numMips = PixelUtil::getMaxMipmaps(cubeMapDesc.width, cubeMapDesc.height, 1, cubeMapDesc.format);
  389. cubeMapDesc.numArraySlices = std::min(MaxReflectionCubemaps, numProbes + 4); // Keep a few empty entries
  390. sceneInfo.reflProbeCubemapsTex = Texture::create(cubeMapDesc);
  391. forceArrayUpdate = true;
  392. }
  393. auto& cubemapArrayProps = sceneInfo.reflProbeCubemapsTex->getProperties();
  394. FrameQueue<UINT32> emptySlots;
  395. for (UINT32 i = 0; i < numProbes; i++)
  396. {
  397. const RendererReflectionProbe& probeInfo = sceneInfo.reflProbes[i];
  398. if (probeInfo.arrayIdx > MaxReflectionCubemaps)
  399. continue;
  400. if(probeInfo.arrayDirty || forceArrayUpdate)
  401. {
  402. SPtr<Texture> texture = probeInfo.probe->getFilteredTexture();
  403. if (texture == nullptr)
  404. continue;
  405. auto& srcProps = texture->getProperties();
  406. bool isValid = srcProps.getWidth() == IBLUtility::REFLECTION_CUBEMAP_SIZE &&
  407. srcProps.getHeight() == IBLUtility::REFLECTION_CUBEMAP_SIZE &&
  408. srcProps.getNumMipmaps() == cubemapArrayProps.getNumMipmaps() &&
  409. srcProps.getTextureType() == TEX_TYPE_CUBE_MAP;
  410. if(!isValid)
  411. {
  412. if (!probeInfo.errorFlagged)
  413. {
  414. String errMsg = StringUtil::format("Cubemap texture invalid to use as a reflection cubemap. "
  415. "Check texture size (must be {0}x{0}) and mip-map count",
  416. IBLUtility::REFLECTION_CUBEMAP_SIZE);
  417. LOGERR(errMsg);
  418. probeInfo.errorFlagged = true;
  419. }
  420. }
  421. else
  422. {
  423. for(UINT32 face = 0; face < 6; face++)
  424. for(UINT32 mip = 0; mip <= srcProps.getNumMipmaps(); mip++)
  425. texture->copy(sceneInfo.reflProbeCubemapsTex, face, mip, probeInfo.arrayIdx * 6 + face, mip);
  426. }
  427. mScene->setReflectionProbeArrayIndex(i, probeInfo.arrayIdx, true);
  428. }
  429. // Note: Consider pruning the reflection cubemap array if empty slot count becomes too high
  430. }
  431. }
  432. bs_frame_clear();
  433. }
  434. void RenderBeast::captureSceneCubeMap(const SPtr<Texture>& cubemap, const Vector3& position,
  435. const CaptureSettings& settings)
  436. {
  437. const SceneInfo& sceneInfo = mScene->getSceneInfo();
  438. auto& texProps = cubemap->getProperties();
  439. Matrix4 projTransform = Matrix4::projectionPerspective(Degree(90.0f), 1.0f, 0.05f, 1000.0f);
  440. ConvexVolume localFrustum(projTransform);
  441. RenderAPI::instance().convertProjectionMatrix(projTransform, projTransform);
  442. RENDERER_VIEW_DESC viewDesc;
  443. viewDesc.target.clearFlags = FBT_COLOR | FBT_DEPTH;
  444. viewDesc.target.clearColor = Color::Black;
  445. viewDesc.target.clearDepthValue = 1.0f;
  446. viewDesc.target.clearStencilValue = 0;
  447. viewDesc.target.nrmViewRect = Rect2(0, 0, 1.0f, 1.0f);
  448. viewDesc.target.viewRect = Rect2I(0, 0, texProps.getWidth(), texProps.getHeight());
  449. viewDesc.target.targetWidth = texProps.getWidth();
  450. viewDesc.target.targetHeight = texProps.getHeight();
  451. viewDesc.target.numSamples = 1;
  452. viewDesc.triggerCallbacks = false;
  453. viewDesc.runPostProcessing = false;
  454. viewDesc.renderingReflections = true;
  455. viewDesc.encodeDepth = settings.encodeDepth;
  456. viewDesc.depthEncodeNear = settings.depthEncodeNear;
  457. viewDesc.depthEncodeFar = settings.depthEncodeFar;
  458. viewDesc.visibleLayers = 0xFFFFFFFFFFFFFFFF;
  459. viewDesc.nearPlane = 0.5f;
  460. viewDesc.farPlane = 1000.0f;
  461. viewDesc.flipView = !RenderAPI::instance().getAPIInfo().isFlagSet(RenderAPIFeatureFlag::UVYAxisUp);
  462. viewDesc.viewOrigin = position;
  463. viewDesc.projTransform = projTransform;
  464. viewDesc.projType = PT_PERSPECTIVE;
  465. viewDesc.stateReduction = mCoreOptions->stateReductionMode;
  466. viewDesc.sceneCamera = nullptr;
  467. SPtr<RenderSettings> renderSettings = bs_shared_ptr_new<RenderSettings>();
  468. renderSettings->enableHDR = settings.hdr;
  469. renderSettings->enableShadows = true;
  470. renderSettings->enableIndirectLighting = false;
  471. renderSettings->screenSpaceReflections.enabled = false;
  472. renderSettings->ambientOcclusion.enabled = false;
  473. Matrix4 viewOffsetMat = Matrix4::translation(-position);
  474. // Note: We render upside down, then flip the image vertically, which results in a horizontal flip. The horizontal
  475. // flip is required due to the fact how cubemap faces are defined. Another option would be to change the view
  476. // orientation matrix, but that also requires a culling mode flip which is inconvenient to do globally.
  477. RendererView views[6];
  478. for(UINT32 i = 0; i < 6; i++)
  479. {
  480. // Calculate view matrix
  481. Vector3 forward;
  482. Vector3 up = Vector3::UNIT_Y;
  483. switch (i)
  484. {
  485. case CF_PositiveX:
  486. forward = -Vector3::UNIT_X;
  487. up = -Vector3::UNIT_Y;
  488. break;
  489. case CF_NegativeX:
  490. forward = Vector3::UNIT_X;
  491. up = -Vector3::UNIT_Y;
  492. break;
  493. case CF_PositiveY:
  494. forward = Vector3::UNIT_Y;
  495. up = -Vector3::UNIT_Z;
  496. break;
  497. case CF_NegativeY:
  498. forward = -Vector3::UNIT_Y;
  499. up = Vector3::UNIT_Z;
  500. break;
  501. case CF_PositiveZ:
  502. forward = -Vector3::UNIT_Z;
  503. up = -Vector3::UNIT_Y;
  504. break;
  505. case CF_NegativeZ:
  506. forward = Vector3::UNIT_Z;
  507. up = -Vector3::UNIT_Y;
  508. break;
  509. }
  510. Vector3 right = Vector3::cross(up, forward);
  511. Matrix3 viewRotationMat = Matrix3(right, up, forward);
  512. viewDesc.viewDirection = -forward;
  513. viewDesc.viewTransform = Matrix4(viewRotationMat) * viewOffsetMat;
  514. // Calculate world frustum for culling
  515. const Vector<Plane>& frustumPlanes = localFrustum.getPlanes();
  516. Matrix4 worldMatrix = viewDesc.viewTransform.transpose();
  517. Vector<Plane> worldPlanes(frustumPlanes.size());
  518. UINT32 j = 0;
  519. for (auto& plane : frustumPlanes)
  520. {
  521. worldPlanes[j] = worldMatrix.multiplyAffine(plane);
  522. j++;
  523. }
  524. viewDesc.cullFrustum = ConvexVolume(worldPlanes);
  525. // Set up face render target
  526. RENDER_TEXTURE_DESC cubeFaceRTDesc;
  527. cubeFaceRTDesc.colorSurfaces[0].texture = cubemap;
  528. cubeFaceRTDesc.colorSurfaces[0].face = i;
  529. cubeFaceRTDesc.colorSurfaces[0].numFaces = 1;
  530. viewDesc.target.target = RenderTexture::create(cubeFaceRTDesc);
  531. views[i].setView(viewDesc);
  532. views[i].setRenderSettings(renderSettings);
  533. views[i].updatePerViewBuffer();
  534. }
  535. RendererView* viewPtrs[] = { &views[0], &views[1], &views[2], &views[3], &views[4], &views[5] };
  536. RendererViewGroup viewGroup(viewPtrs, 6, mCoreOptions->shadowMapSize);
  537. viewGroup.determineVisibility(sceneInfo);
  538. FrameInfo frameInfo({ 0.0f, 1.0f / 60.0f, 0 });
  539. renderViews(viewGroup, frameInfo);
  540. // Make sure the render texture is available for reads
  541. RenderAPI::instance().setRenderTarget(nullptr);
  542. }
  543. }}