BsRendererScene.cpp 23 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "BsRendererScene.h"
  4. #include "Renderer/BsCamera.h"
  5. #include "Renderer/BsLight.h"
  6. #include "Renderer/BsReflectionProbe.h"
  7. #include "Mesh/BsMesh.h"
  8. #include "Renderer/BsRenderer.h"
  9. #include "Material/BsPass.h"
  10. #include "Material/BsGpuParamsSet.h"
  11. #include "BsRenderBeastOptions.h"
  12. #include "BsRenderBeast.h"
  13. #include "Renderer/BsSkybox.h"
  14. namespace bs { namespace ct
  15. {
  16. RendererScene::RendererScene(const SPtr<RenderBeastOptions>& options)
  17. :mOptions(options)
  18. {
  19. }
  20. RendererScene::~RendererScene()
  21. {
  22. for (auto& entry : mInfo.renderables)
  23. bs_delete(entry);
  24. for (auto& entry : mInfo.views)
  25. bs_delete(entry);
  26. assert(mSamplerOverrides.empty());
  27. }
  28. void RendererScene::registerCamera(Camera* camera)
  29. {
  30. RENDERER_VIEW_DESC viewDesc = createViewDesc(camera);
  31. RendererView* view = bs_new<RendererView>(viewDesc);
  32. view->setRenderSettings(camera->getRenderSettings());
  33. view->updatePerViewBuffer();
  34. UINT32 viewIdx = (UINT32)mInfo.views.size();
  35. mInfo.views.push_back(view);
  36. mInfo.cameraToView[camera] = viewIdx;
  37. camera->setRendererId(viewIdx);
  38. updateCameraRenderTargets(camera);
  39. }
  40. void RendererScene::updateCamera(Camera* camera, UINT32 updateFlag)
  41. {
  42. UINT32 cameraId = camera->getRendererId();
  43. RendererView* view = mInfo.views[cameraId];
  44. if((updateFlag & (UINT32)CameraDirtyFlag::Everything) != 0)
  45. {
  46. RENDERER_VIEW_DESC viewDesc = createViewDesc(camera);
  47. view->setView(viewDesc);
  48. view->setRenderSettings(camera->getRenderSettings());
  49. updateCameraRenderTargets(camera);
  50. }
  51. else if((updateFlag & (UINT32)CameraDirtyFlag::RenderSettings) != 0)
  52. {
  53. view->setRenderSettings(camera->getRenderSettings());
  54. }
  55. else // Transform
  56. {
  57. view = mInfo.views[cameraId];
  58. view->setTransform(
  59. camera->getPosition(),
  60. camera->getForward(),
  61. camera->getViewMatrix(),
  62. camera->getProjectionMatrixRS(),
  63. camera->getWorldFrustum());
  64. }
  65. view->updatePerViewBuffer();
  66. }
  67. void RendererScene::unregisterCamera(Camera* camera)
  68. {
  69. UINT32 cameraId = camera->getRendererId();
  70. Camera* lastCamera = mInfo.views.back()->getSceneCamera();
  71. UINT32 lastCameraId = lastCamera->getRendererId();
  72. if (cameraId != lastCameraId)
  73. {
  74. // Swap current last element with the one we want to erase
  75. std::swap(mInfo.views[cameraId], mInfo.views[lastCameraId]);
  76. lastCamera->setRendererId(cameraId);
  77. mInfo.cameraToView[lastCamera] = cameraId;
  78. }
  79. // Last element is the one we want to erase
  80. RendererView* view = mInfo.views[mInfo.views.size() - 1];
  81. bs_delete(view);
  82. mInfo.views.erase(mInfo.views.end() - 1);
  83. auto iterFind = mInfo.cameraToView.find(camera);
  84. if(iterFind != mInfo.cameraToView.end())
  85. mInfo.cameraToView.erase(iterFind);
  86. updateCameraRenderTargets(camera, true);
  87. }
  88. void RendererScene::registerLight(Light* light)
  89. {
  90. if (light->getType() == LightType::Directional)
  91. {
  92. UINT32 lightId = (UINT32)mInfo.directionalLights.size();
  93. light->setRendererId(lightId);
  94. mInfo.directionalLights.push_back(RendererLight(light));
  95. }
  96. else
  97. {
  98. if (light->getType() == LightType::Radial)
  99. {
  100. UINT32 lightId = (UINT32)mInfo.radialLights.size();
  101. light->setRendererId(lightId);
  102. mInfo.radialLights.push_back(RendererLight(light));
  103. mInfo.radialLightWorldBounds.push_back(light->getBounds());
  104. }
  105. else // Spot
  106. {
  107. UINT32 lightId = (UINT32)mInfo.spotLights.size();
  108. light->setRendererId(lightId);
  109. mInfo.spotLights.push_back(RendererLight(light));
  110. mInfo.spotLightWorldBounds.push_back(light->getBounds());
  111. }
  112. }
  113. }
  114. void RendererScene::updateLight(Light* light)
  115. {
  116. UINT32 lightId = light->getRendererId();
  117. if (light->getType() == LightType::Radial)
  118. mInfo.radialLightWorldBounds[lightId] = light->getBounds();
  119. else if(light->getType() == LightType::Spot)
  120. mInfo.spotLightWorldBounds[lightId] = light->getBounds();
  121. }
  122. void RendererScene::unregisterLight(Light* light)
  123. {
  124. UINT32 lightId = light->getRendererId();
  125. if (light->getType() == LightType::Directional)
  126. {
  127. Light* lastLight = mInfo.directionalLights.back().internal;
  128. UINT32 lastLightId = lastLight->getRendererId();
  129. if (lightId != lastLightId)
  130. {
  131. // Swap current last element with the one we want to erase
  132. std::swap(mInfo.directionalLights[lightId], mInfo.directionalLights[lastLightId]);
  133. lastLight->setRendererId(lightId);
  134. }
  135. // Last element is the one we want to erase
  136. mInfo.directionalLights.erase(mInfo.directionalLights.end() - 1);
  137. }
  138. else
  139. {
  140. if (light->getType() == LightType::Radial)
  141. {
  142. Light* lastLight = mInfo.radialLights.back().internal;
  143. UINT32 lastLightId = lastLight->getRendererId();
  144. if (lightId != lastLightId)
  145. {
  146. // Swap current last element with the one we want to erase
  147. std::swap(mInfo.radialLights[lightId], mInfo.radialLights[lastLightId]);
  148. std::swap(mInfo.radialLightWorldBounds[lightId], mInfo.radialLightWorldBounds[lastLightId]);
  149. lastLight->setRendererId(lightId);
  150. }
  151. // Last element is the one we want to erase
  152. mInfo.radialLights.erase(mInfo.radialLights.end() - 1);
  153. mInfo.radialLightWorldBounds.erase(mInfo.radialLightWorldBounds.end() - 1);
  154. }
  155. else // Spot
  156. {
  157. Light* lastLight = mInfo.spotLights.back().internal;
  158. UINT32 lastLightId = lastLight->getRendererId();
  159. if (lightId != lastLightId)
  160. {
  161. // Swap current last element with the one we want to erase
  162. std::swap(mInfo.spotLights[lightId], mInfo.spotLights[lastLightId]);
  163. std::swap(mInfo.spotLightWorldBounds[lightId], mInfo.spotLightWorldBounds[lastLightId]);
  164. lastLight->setRendererId(lightId);
  165. }
  166. // Last element is the one we want to erase
  167. mInfo.spotLights.erase(mInfo.spotLights.end() - 1);
  168. mInfo.spotLightWorldBounds.erase(mInfo.spotLightWorldBounds.end() - 1);
  169. }
  170. }
  171. }
  172. void RendererScene::registerRenderable(Renderable* renderable)
  173. {
  174. UINT32 renderableId = (UINT32)mInfo.renderables.size();
  175. renderable->setRendererId(renderableId);
  176. mInfo.renderables.push_back(bs_new<RendererObject>());
  177. mInfo.renderableCullInfos.push_back(CullInfo(renderable->getBounds(), renderable->getLayer()));
  178. RendererObject* rendererObject = mInfo.renderables.back();
  179. rendererObject->renderable = renderable;
  180. rendererObject->updatePerObjectBuffer();
  181. SPtr<Mesh> mesh = renderable->getMesh();
  182. if (mesh != nullptr)
  183. {
  184. const MeshProperties& meshProps = mesh->getProperties();
  185. SPtr<VertexDeclaration> vertexDecl = mesh->getVertexData()->vertexDeclaration;
  186. for (UINT32 i = 0; i < meshProps.getNumSubMeshes(); i++)
  187. {
  188. rendererObject->elements.push_back(BeastRenderableElement());
  189. BeastRenderableElement& renElement = rendererObject->elements.back();
  190. renElement.mesh = mesh;
  191. renElement.subMesh = meshProps.getSubMesh(i);
  192. renElement.renderableId = renderableId;
  193. renElement.animType = renderable->getAnimType();
  194. renElement.animationId = renderable->getAnimationId();
  195. renElement.morphShapeVersion = 0;
  196. renElement.morphShapeBuffer = renderable->getMorphShapeBuffer();
  197. renElement.boneMatrixBuffer = renderable->getBoneMatrixBuffer();
  198. renElement.morphVertexDeclaration = renderable->getMorphVertexDeclaration();
  199. renElement.material = renderable->getMaterial(i);
  200. if (renElement.material == nullptr)
  201. renElement.material = renderable->getMaterial(0);
  202. if (renElement.material != nullptr && renElement.material->getShader() == nullptr)
  203. renElement.material = nullptr;
  204. // If no mInfo.aterial use the default mInfo.aterial
  205. if (renElement.material == nullptr)
  206. renElement.material = DefaultMaterial::get()->getMaterial();
  207. // Determine which technique to use
  208. static StringID techniqueIDLookup[4] = { StringID::NONE, RTag_Skinned, RTag_Morph, RTag_SkinnedMorph };
  209. static_assert((UINT32)RenderableAnimType::Count == 4, "RenderableAnimType is expected to have four sequential entries.");
  210. UINT32 techniqueIdx = -1;
  211. RenderableAnimType animType = renderable->getAnimType();
  212. if (animType != RenderableAnimType::None)
  213. techniqueIdx = renElement.material->findTechnique(techniqueIDLookup[(int)animType]);
  214. if (techniqueIdx == (UINT32)-1)
  215. techniqueIdx = renElement.material->getDefaultTechnique();
  216. renElement.techniqueIdx = techniqueIdx;
  217. // Validate mesh <-> shader vertex bindings
  218. if (renElement.material != nullptr)
  219. {
  220. UINT32 numPasses = renElement.material->getNumPasses(techniqueIdx);
  221. for (UINT32 j = 0; j < numPasses; j++)
  222. {
  223. SPtr<Pass> pass = renElement.material->getPass(j, techniqueIdx);
  224. SPtr<VertexDeclaration> shaderDecl = pass->getVertexProgram()->getInputDeclaration();
  225. if (!vertexDecl->isCompatible(shaderDecl))
  226. {
  227. Vector<VertexElement> missingElements = vertexDecl->getMissingElements(shaderDecl);
  228. // If using mInfo.orph shapes ignore POSITION1 and NORMAL1 mInfo.issing since we assign them from within the renderer
  229. if (animType == RenderableAnimType::Morph || animType == RenderableAnimType::SkinnedMorph)
  230. {
  231. auto removeIter = std::remove_if(missingElements.begin(), missingElements.end(), [](const VertexElement& x)
  232. {
  233. return (x.getSemantic() == VES_POSITION && x.getSemanticIdx() == 1) ||
  234. (x.getSemantic() == VES_NORMAL && x.getSemanticIdx() == 1);
  235. });
  236. missingElements.erase(removeIter, missingElements.end());
  237. }
  238. if (!missingElements.empty())
  239. {
  240. StringStream wrnStream;
  241. wrnStream << "Provided mesh is mInfo.issing required vertex attributes to render with the provided shader. Missing elements: " << std::endl;
  242. for (auto& entry : missingElements)
  243. wrnStream << "\t" << toString(entry.getSemantic()) << entry.getSemanticIdx() << std::endl;
  244. LOGWRN(wrnStream.str());
  245. break;
  246. }
  247. }
  248. }
  249. }
  250. // Generate or assigned renderer specific data for the mInfo.aterial
  251. renElement.params = renElement.material->createParamsSet(techniqueIdx);
  252. renElement.material->updateParamsSet(renElement.params, true);
  253. // Generate or assign sampler state overrides
  254. SamplerOverrideKey samplerKey(renElement.material, techniqueIdx);
  255. auto iterFind = mSamplerOverrides.find(samplerKey);
  256. if (iterFind != mSamplerOverrides.end())
  257. {
  258. renElement.samplerOverrides = iterFind->second;
  259. iterFind->second->refCount++;
  260. }
  261. else
  262. {
  263. SPtr<Shader> shader = renElement.material->getShader();
  264. MaterialSamplerOverrides* samplerOverrides = SamplerOverrideUtility::generateSamplerOverrides(shader,
  265. renElement.material->_getInternalParams(), renElement.params, mOptions);
  266. mSamplerOverrides[samplerKey] = samplerOverrides;
  267. renElement.samplerOverrides = samplerOverrides;
  268. samplerOverrides->refCount++;
  269. }
  270. }
  271. }
  272. }
  273. void RendererScene::updateRenderable(Renderable* renderable)
  274. {
  275. UINT32 renderableId = renderable->getRendererId();
  276. mInfo.renderables[renderableId]->updatePerObjectBuffer();
  277. mInfo.renderableCullInfos[renderableId].bounds = renderable->getBounds();
  278. }
  279. void RendererScene::unregisterRenderable(Renderable* renderable)
  280. {
  281. UINT32 renderableId = renderable->getRendererId();
  282. Renderable* lastRenerable = mInfo.renderables.back()->renderable;
  283. UINT32 lastRenderableId = lastRenerable->getRendererId();
  284. RendererObject* rendererObject = mInfo.renderables[renderableId];
  285. Vector<BeastRenderableElement>& elements = rendererObject->elements;
  286. for (auto& element : elements)
  287. {
  288. SamplerOverrideKey samplerKey(element.material, element.techniqueIdx);
  289. auto iterFind = mSamplerOverrides.find(samplerKey);
  290. assert(iterFind != mSamplerOverrides.end());
  291. MaterialSamplerOverrides* samplerOverrides = iterFind->second;
  292. samplerOverrides->refCount--;
  293. if (samplerOverrides->refCount == 0)
  294. {
  295. SamplerOverrideUtility::destroySamplerOverrides(samplerOverrides);
  296. mSamplerOverrides.erase(iterFind);
  297. }
  298. element.samplerOverrides = nullptr;
  299. }
  300. if (renderableId != lastRenderableId)
  301. {
  302. // Swap current last element with the one we want to erase
  303. std::swap(mInfo.renderables[renderableId], mInfo.renderables[lastRenderableId]);
  304. std::swap(mInfo.renderableCullInfos[renderableId], mInfo.renderableCullInfos[lastRenderableId]);
  305. lastRenerable->setRendererId(renderableId);
  306. for (auto& element : elements)
  307. element.renderableId = renderableId;
  308. }
  309. // Last element is the one we want to erase
  310. mInfo.renderables.erase(mInfo.renderables.end() - 1);
  311. mInfo.renderableCullInfos.erase(mInfo.renderableCullInfos.end() - 1);
  312. bs_delete(rendererObject);
  313. }
  314. void RendererScene::registerReflectionProbe(ReflectionProbe* probe)
  315. {
  316. UINT32 probeId = (UINT32)mInfo.reflProbes.size();
  317. probe->setRendererId(probeId);
  318. mInfo.reflProbes.push_back(RendererReflectionProbe(probe));
  319. RendererReflectionProbe& probeInfo = mInfo.reflProbes.back();
  320. mInfo.reflProbeWorldBounds.push_back(probe->getBounds());
  321. // Find a spot in cubemap array
  322. UINT32 numArrayEntries = (UINT32)mInfo.reflProbeCubemapArrayUsedSlots.size();
  323. for(UINT32 i = 0; i < numArrayEntries; i++)
  324. {
  325. if(!mInfo.reflProbeCubemapArrayUsedSlots[i])
  326. {
  327. setReflectionProbeArrayIndex(probeId, i, false);
  328. mInfo.reflProbeCubemapArrayUsedSlots[i] = true;
  329. break;
  330. }
  331. }
  332. // No empty slot was found
  333. if (probeInfo.arrayIdx == (UINT32)-1)
  334. {
  335. setReflectionProbeArrayIndex(probeId, numArrayEntries, false);
  336. mInfo.reflProbeCubemapArrayUsedSlots.push_back(true);
  337. }
  338. if(probeInfo.arrayIdx > MaxReflectionCubemaps)
  339. {
  340. LOGERR("Reached the maximum number of allowed reflection probe cubemaps at once. "
  341. "Ignoring reflection probe data.");
  342. }
  343. }
  344. void RendererScene::updateReflectionProbe(ReflectionProbe* probe, bool texture)
  345. {
  346. // Should only get called if transform changes, any other mInfo.ajor changes and ReflProbeInfo entry gets rebuild
  347. UINT32 probeId = probe->getRendererId();
  348. mInfo.reflProbeWorldBounds[probeId] = probe->getBounds();
  349. if (texture)
  350. {
  351. RendererReflectionProbe& probeInfo = mInfo.reflProbes[probeId];
  352. probeInfo.arrayDirty = true;
  353. }
  354. }
  355. void RendererScene::unregisterReflectionProbe(ReflectionProbe* probe)
  356. {
  357. UINT32 probeId = probe->getRendererId();
  358. UINT32 arrayIdx = mInfo.reflProbes[probeId].arrayIdx;
  359. if (arrayIdx != (UINT32)-1)
  360. mInfo.reflProbeCubemapArrayUsedSlots[arrayIdx] = false;
  361. ReflectionProbe* lastProbe = mInfo.reflProbes.back().probe;
  362. UINT32 lastProbeId = lastProbe->getRendererId();
  363. if (probeId != lastProbeId)
  364. {
  365. // Swap current last element with the one we want to erase
  366. std::swap(mInfo.reflProbes[probeId], mInfo.reflProbes[lastProbeId]);
  367. std::swap(mInfo.reflProbeWorldBounds[probeId], mInfo.reflProbeWorldBounds[lastProbeId]);
  368. probe->setRendererId(probeId);
  369. }
  370. // Last element is the one we want to erase
  371. mInfo.reflProbes.erase(mInfo.reflProbes.end() - 1);
  372. mInfo.reflProbeWorldBounds.erase(mInfo.reflProbeWorldBounds.end() - 1);
  373. }
  374. void RendererScene::setReflectionProbeArrayIndex(UINT32 probeIdx, UINT32 arrayIdx, bool markAsClean)
  375. {
  376. RendererReflectionProbe* probe = &mInfo.reflProbes[probeIdx];
  377. probe->arrayIdx = arrayIdx;
  378. if (markAsClean)
  379. probe->arrayDirty = false;
  380. }
  381. void RendererScene::registerLightProbeVolume(LightProbeVolume* volume)
  382. {
  383. mInfo.lightProbes.notifyAdded(volume);
  384. }
  385. void RendererScene::updateLightProbeVolume(LightProbeVolume* volume)
  386. {
  387. mInfo.lightProbes.notifyDirty(volume);
  388. }
  389. void RendererScene::unregisterLightProbeVolume(LightProbeVolume* volume)
  390. {
  391. mInfo.lightProbes.notifyRemoved(volume);
  392. }
  393. void RendererScene::updateLightProbes()
  394. {
  395. mInfo.lightProbes.updateProbes();
  396. }
  397. void RendererScene::registerSkybox(Skybox* skybox)
  398. {
  399. mInfo.skybox = skybox;
  400. }
  401. void RendererScene::unregisterSkybox(Skybox* skybox)
  402. {
  403. if (mInfo.skybox == skybox)
  404. mInfo.skybox = nullptr;
  405. }
  406. void RendererScene::setOptions(const SPtr<RenderBeastOptions>& options)
  407. {
  408. mOptions = options;
  409. for (auto& entry : mInfo.views)
  410. entry->setStateReductionMode(mOptions->stateReductionMode);
  411. }
  412. RENDERER_VIEW_DESC RendererScene::createViewDesc(Camera* camera) const
  413. {
  414. SPtr<Viewport> viewport = camera->getViewport();
  415. ClearFlags clearFlags = viewport->getClearFlags();
  416. RENDERER_VIEW_DESC viewDesc;
  417. viewDesc.target.clearFlags = 0;
  418. if (clearFlags.isSet(ClearFlagBits::Color))
  419. viewDesc.target.clearFlags |= FBT_COLOR;
  420. if (clearFlags.isSet(ClearFlagBits::Depth))
  421. viewDesc.target.clearFlags |= FBT_DEPTH;
  422. if (clearFlags.isSet(ClearFlagBits::Stencil))
  423. viewDesc.target.clearFlags |= FBT_STENCIL;
  424. viewDesc.target.clearColor = viewport->getClearColorValue();
  425. viewDesc.target.clearDepthValue = viewport->getClearDepthValue();
  426. viewDesc.target.clearStencilValue = viewport->getClearStencilValue();
  427. viewDesc.target.target = viewport->getTarget();
  428. viewDesc.target.nrmViewRect = viewport->getArea();
  429. viewDesc.target.viewRect = viewport->getPixelArea();
  430. if (viewDesc.target.target != nullptr)
  431. {
  432. viewDesc.target.targetWidth = viewDesc.target.target->getProperties().width;
  433. viewDesc.target.targetHeight = viewDesc.target.target->getProperties().height;
  434. }
  435. else
  436. {
  437. viewDesc.target.targetWidth = 0;
  438. viewDesc.target.targetHeight = 0;
  439. }
  440. viewDesc.target.numSamples = camera->getMSAACount();
  441. viewDesc.triggerCallbacks = true;
  442. viewDesc.runPostProcessing = true;
  443. viewDesc.renderingReflections = false;
  444. viewDesc.cullFrustum = camera->getWorldFrustum();
  445. viewDesc.visibleLayers = camera->getLayers();
  446. viewDesc.nearPlane = camera->getNearClipDistance();
  447. viewDesc.farPlane = camera->getFarClipDistance();
  448. viewDesc.flipView = false;
  449. viewDesc.viewOrigin = camera->getPosition();
  450. viewDesc.viewDirection = camera->getForward();
  451. viewDesc.projTransform = camera->getProjectionMatrixRS();
  452. viewDesc.viewTransform = camera->getViewMatrix();
  453. viewDesc.projType = camera->getProjectionType();
  454. viewDesc.stateReduction = mOptions->stateReductionMode;
  455. viewDesc.sceneCamera = camera;
  456. return viewDesc;
  457. }
  458. void RendererScene::updateCameraRenderTargets(Camera* camera, bool remove)
  459. {
  460. SPtr<RenderTarget> renderTarget = camera->getViewport()->getTarget();
  461. // Remove from render target list
  462. int rtChanged = 0; // 0 - No RT, 1 - RT found, 2 - RT changed
  463. for (auto iterTarget = mInfo.renderTargets.begin(); iterTarget != mInfo.renderTargets.end(); ++iterTarget)
  464. {
  465. RendererRenderTarget& target = *iterTarget;
  466. for (auto iterCam = target.cameras.begin(); iterCam != target.cameras.end(); ++iterCam)
  467. {
  468. if (camera == *iterCam)
  469. {
  470. if(remove)
  471. {
  472. target.cameras.erase(iterCam);
  473. rtChanged = 1;
  474. }
  475. else
  476. {
  477. if (renderTarget != target.target)
  478. {
  479. target.cameras.erase(iterCam);
  480. rtChanged = 2;
  481. }
  482. else
  483. rtChanged = 1;
  484. }
  485. break;
  486. }
  487. }
  488. if (target.cameras.empty())
  489. {
  490. mInfo.renderTargets.erase(iterTarget);
  491. break;
  492. }
  493. }
  494. // Register in render target list
  495. if (renderTarget != nullptr && (rtChanged == 0 || rtChanged == 2))
  496. {
  497. auto findIter = std::find_if(mInfo.renderTargets.begin(), mInfo.renderTargets.end(),
  498. [&](const RendererRenderTarget& x) { return x.target == renderTarget; });
  499. if (findIter != mInfo.renderTargets.end())
  500. {
  501. findIter->cameras.push_back(camera);
  502. }
  503. else
  504. {
  505. mInfo.renderTargets.push_back(RendererRenderTarget());
  506. RendererRenderTarget& renderTargetData = mInfo.renderTargets.back();
  507. renderTargetData.target = renderTarget;
  508. renderTargetData.cameras.push_back(camera);
  509. }
  510. // Sort render targets based on priority
  511. auto cameraComparer = [&](const Camera* a, const Camera* b) { return a->getPriority() > b->getPriority(); };
  512. auto renderTargetInfoComparer = [&](const RendererRenderTarget& a, const RendererRenderTarget& b)
  513. { return a.target->getProperties().priority > b.target->getProperties().priority; };
  514. std::sort(begin(mInfo.renderTargets), end(mInfo.renderTargets), renderTargetInfoComparer);
  515. for (auto& camerasPerTarget : mInfo.renderTargets)
  516. {
  517. Vector<Camera*>& cameras = camerasPerTarget.cameras;
  518. std::sort(begin(cameras), end(cameras), cameraComparer);
  519. }
  520. }
  521. }
  522. void RendererScene::refreshSamplerOverrides(bool force)
  523. {
  524. bool anyDirty = false;
  525. for (auto& entry : mSamplerOverrides)
  526. {
  527. SPtr<MaterialParams> materialParams = entry.first.material->_getInternalParams();
  528. MaterialSamplerOverrides* materialOverrides = entry.second;
  529. for(UINT32 i = 0; i < materialOverrides->numOverrides; i++)
  530. {
  531. SamplerOverride& override = materialOverrides->overrides[i];
  532. const MaterialParamsBase::ParamData* materialParamData = materialParams->getParamData(override.paramIdx);
  533. SPtr<SamplerState> samplerState;
  534. materialParams->getSamplerState(*materialParamData, samplerState);
  535. UINT64 hash = 0;
  536. if (samplerState != nullptr)
  537. hash = samplerState->getProperties().getHash();
  538. if (hash != override.originalStateHash || force)
  539. {
  540. if (samplerState != nullptr)
  541. override.state = SamplerOverrideUtility::generateSamplerOverride(samplerState, mOptions);
  542. else
  543. override.state = SamplerOverrideUtility::generateSamplerOverride(SamplerState::getDefault(), mOptions);
  544. override.originalStateHash = override.state->getProperties().getHash();
  545. materialOverrides->isDirty = true;
  546. }
  547. // Dirty flag can also be set externally, so check here even though we assign it above
  548. if (materialOverrides->isDirty)
  549. anyDirty = true;
  550. }
  551. }
  552. // Early exit if possible
  553. if (!anyDirty)
  554. return;
  555. UINT32 numRenderables = (UINT32)mInfo.renderables.size();
  556. for (UINT32 i = 0; i < numRenderables; i++)
  557. {
  558. for(auto& element : mInfo.renderables[i]->elements)
  559. {
  560. MaterialSamplerOverrides* overrides = element.samplerOverrides;
  561. if(overrides != nullptr && overrides->isDirty)
  562. {
  563. UINT32 numPasses = element.material->getNumPasses();
  564. for(UINT32 j = 0; j < numPasses; j++)
  565. {
  566. SPtr<GpuParams> params = element.params->getGpuParams(j);
  567. const UINT32 numStages = 6;
  568. for (UINT32 k = 0; k < numStages; k++)
  569. {
  570. GpuProgramType type = (GpuProgramType)k;
  571. SPtr<GpuParamDesc> paramDesc = params->getParamDesc(type);
  572. if (paramDesc == nullptr)
  573. continue;
  574. for (auto& samplerDesc : paramDesc->samplers)
  575. {
  576. UINT32 set = samplerDesc.second.set;
  577. UINT32 slot = samplerDesc.second.slot;
  578. UINT32 overrideIndex = overrides->passes[j].stateOverrides[set][slot];
  579. if (overrideIndex == (UINT32)-1)
  580. continue;
  581. params->setSamplerState(set, slot, overrides->overrides[overrideIndex].state);
  582. }
  583. }
  584. }
  585. }
  586. }
  587. }
  588. for (auto& entry : mSamplerOverrides)
  589. entry.second->isDirty = false;
  590. }
  591. void RendererScene::prepareRenderable(UINT32 idx, const FrameInfo& frameInfo)
  592. {
  593. if (mInfo.renderableReady[idx])
  594. return;
  595. // Note: Before uploading bone matrices perhaps check if they has actually been changed since last frame
  596. if(frameInfo.animData != nullptr)
  597. mInfo.renderables[idx]->renderable->updateAnimationBuffers(*frameInfo.animData);
  598. // Note: Could this step be moved in notifyRenderableUpdated, so it only triggers when material actually gets
  599. // changed? Although it shouldn't matter much because if the internal versions keeping track of dirty params.
  600. for (auto& element : mInfo.renderables[idx]->elements)
  601. element.material->updateParamsSet(element.params);
  602. mInfo.renderables[idx]->perObjectParamBuffer->flushToGPU();
  603. mInfo.renderableReady[idx] = true;
  604. }
  605. }}