BsRendererScene.cpp 22 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 "BsCamera.h"
  5. #include "BsLight.h"
  6. #include "BsLightProbeCache.h"
  7. #include "BsReflectionProbe.h"
  8. #include "BsMesh.h"
  9. #include "BsRenderer.h"
  10. #include "BsPass.h"
  11. #include "BsGpuParamsSet.h"
  12. #include "BsRenderBeastOptions.h"
  13. #include "BsRenderBeast.h"
  14. namespace bs { namespace ct
  15. {
  16. RendererScene::RendererScene(const SPtr<RenderBeastOptions>& options)
  17. :mOptions(options)
  18. {
  19. mDefaultMaterial = bs_new<DefaultMaterial>();
  20. }
  21. RendererScene::~RendererScene()
  22. {
  23. for (auto& entry : mInfo.renderables)
  24. bs_delete(entry);
  25. for (auto& entry : mInfo.views)
  26. bs_delete(entry);
  27. assert(mSamplerOverrides.empty());
  28. bs_delete(mDefaultMaterial);
  29. }
  30. void RendererScene::registerCamera(Camera* camera)
  31. {
  32. RENDERER_VIEW_DESC viewDesc = createViewDesc(camera);
  33. RendererView* view = bs_new<RendererView>(viewDesc);
  34. view->setPostProcessSettings(camera->getPostProcessSettings());
  35. view->updatePerViewBuffer();
  36. UINT32 viewIdx = (UINT32)mInfo.views.size();
  37. mInfo.views.push_back(view);
  38. mInfo.cameraToView[camera] = viewIdx;
  39. camera->setRendererId(viewIdx);
  40. updateCameraRenderTargets(camera);
  41. }
  42. void RendererScene::updateCamera(Camera* camera, UINT32 updateFlag)
  43. {
  44. UINT32 cameraId = camera->getRendererId();
  45. RendererView* view = mInfo.views[cameraId];
  46. if((updateFlag & (UINT32)CameraDirtyFlag::Everything) != 0)
  47. {
  48. RENDERER_VIEW_DESC viewDesc = createViewDesc(camera);
  49. view->setView(viewDesc);
  50. view->setPostProcessSettings(camera->getPostProcessSettings());
  51. updateCameraRenderTargets(camera);
  52. }
  53. else if((updateFlag & (UINT32)CameraDirtyFlag::PostProcess) != 0)
  54. {
  55. view->setPostProcessSettings(camera->getPostProcessSettings());
  56. }
  57. else // Transform
  58. {
  59. view = mInfo.views[cameraId];
  60. view->setTransform(
  61. camera->getPosition(),
  62. camera->getForward(),
  63. camera->getViewMatrix(),
  64. camera->getProjectionMatrixRS(),
  65. camera->getWorldFrustum());
  66. }
  67. view->updatePerViewBuffer();
  68. }
  69. void RendererScene::unregisterCamera(Camera* camera)
  70. {
  71. UINT32 cameraId = camera->getRendererId();
  72. Camera* lastCamera = mInfo.views.back()->getSceneCamera();
  73. UINT32 lastCameraId = lastCamera->getRendererId();
  74. if (cameraId != lastCameraId)
  75. {
  76. // Swap current last element with the one we want to erase
  77. std::swap(mInfo.views[cameraId], mInfo.views[lastCameraId]);
  78. lastCamera->setRendererId(cameraId);
  79. }
  80. // Last element is the one we want to erase
  81. RendererView* view = mInfo.views[mInfo.views.size() - 1];
  82. bs_delete(view);
  83. mInfo.views.erase(mInfo.views.end() - 1);
  84. auto iterFind = mInfo.cameraToView.find(camera);
  85. if(iterFind != mInfo.cameraToView.end())
  86. mInfo.cameraToView.erase(iterFind);
  87. updateCameraRenderTargets(camera);
  88. }
  89. void RendererScene::registerLight(Light* light)
  90. {
  91. if (light->getType() == LightType::Directional)
  92. {
  93. UINT32 lightId = (UINT32)mInfo.directionalLights.size();
  94. light->setRendererId(lightId);
  95. mInfo.directionalLights.push_back(RendererLight(light));
  96. }
  97. else
  98. {
  99. if (light->getType() == LightType::Radial)
  100. {
  101. UINT32 lightId = (UINT32)mInfo.radialLights.size();
  102. light->setRendererId(lightId);
  103. mInfo.radialLights.push_back(RendererLight(light));
  104. mInfo.radialLightWorldBounds.push_back(light->getBounds());
  105. }
  106. else // Spot
  107. {
  108. UINT32 lightId = (UINT32)mInfo.spotLights.size();
  109. light->setRendererId(lightId);
  110. mInfo.spotLights.push_back(RendererLight(light));
  111. mInfo.spotLightWorldBounds.push_back(light->getBounds());
  112. }
  113. }
  114. }
  115. void RendererScene::updateLight(Light* light)
  116. {
  117. UINT32 lightId = light->getRendererId();
  118. if (light->getType() == LightType::Radial)
  119. mInfo.radialLightWorldBounds[lightId] = light->getBounds();
  120. else if(light->getType() == LightType::Spot)
  121. mInfo.spotLightWorldBounds[lightId] = light->getBounds();
  122. }
  123. void RendererScene::unregisterLight(Light* light)
  124. {
  125. UINT32 lightId = light->getRendererId();
  126. if (light->getType() == LightType::Directional)
  127. {
  128. Light* lastLight = mInfo.directionalLights.back().internal;
  129. UINT32 lastLightId = lastLight->getRendererId();
  130. if (lightId != lastLightId)
  131. {
  132. // Swap current last element with the one we want to erase
  133. std::swap(mInfo.directionalLights[lightId], mInfo.directionalLights[lastLightId]);
  134. lastLight->setRendererId(lightId);
  135. }
  136. // Last element is the one we want to erase
  137. mInfo.directionalLights.erase(mInfo.directionalLights.end() - 1);
  138. }
  139. else
  140. {
  141. if (light->getType() == LightType::Radial)
  142. {
  143. Light* lastLight = mInfo.radialLights.back().internal;
  144. UINT32 lastLightId = lastLight->getRendererId();
  145. if (lightId != lastLightId)
  146. {
  147. // Swap current last element with the one we want to erase
  148. std::swap(mInfo.radialLights[lightId], mInfo.radialLights[lastLightId]);
  149. std::swap(mInfo.radialLightWorldBounds[lightId], mInfo.radialLightWorldBounds[lastLightId]);
  150. lastLight->setRendererId(lightId);
  151. }
  152. // Last element is the one we want to erase
  153. mInfo.radialLights.erase(mInfo.radialLights.end() - 1);
  154. mInfo.radialLightWorldBounds.erase(mInfo.radialLightWorldBounds.end() - 1);
  155. }
  156. else // Spot
  157. {
  158. Light* lastLight = mInfo.spotLights.back().internal;
  159. UINT32 lastLightId = lastLight->getRendererId();
  160. if (lightId != lastLightId)
  161. {
  162. // Swap current last element with the one we want to erase
  163. std::swap(mInfo.spotLights[lightId], mInfo.spotLights[lastLightId]);
  164. std::swap(mInfo.spotLightWorldBounds[lightId], mInfo.spotLightWorldBounds[lastLightId]);
  165. lastLight->setRendererId(lightId);
  166. }
  167. // Last element is the one we want to erase
  168. mInfo.spotLights.erase(mInfo.spotLights.end() - 1);
  169. mInfo.spotLightWorldBounds.erase(mInfo.spotLightWorldBounds.end() - 1);
  170. }
  171. }
  172. }
  173. void RendererScene::registerRenderable(Renderable* renderable)
  174. {
  175. UINT32 renderableId = (UINT32)mInfo.renderables.size();
  176. renderable->setRendererId(renderableId);
  177. mInfo.renderables.push_back(bs_new<RendererObject>());
  178. mInfo.renderableCullInfos.push_back(CullInfo(renderable->getBounds(), renderable->getLayer()));
  179. RendererObject* rendererObject = mInfo.renderables.back();
  180. rendererObject->renderable = renderable;
  181. rendererObject->updatePerObjectBuffer();
  182. SPtr<Mesh> mesh = renderable->getMesh();
  183. if (mesh != nullptr)
  184. {
  185. const MeshProperties& meshProps = mesh->getProperties();
  186. SPtr<VertexDeclaration> vertexDecl = mesh->getVertexData()->vertexDeclaration;
  187. for (UINT32 i = 0; i < meshProps.getNumSubMeshes(); i++)
  188. {
  189. rendererObject->elements.push_back(BeastRenderableElement());
  190. BeastRenderableElement& renElement = rendererObject->elements.back();
  191. renElement.mesh = mesh;
  192. renElement.subMesh = meshProps.getSubMesh(i);
  193. renElement.renderableId = renderableId;
  194. renElement.animType = renderable->getAnimType();
  195. renElement.animationId = renderable->getAnimationId();
  196. renElement.morphShapeVersion = 0;
  197. renElement.morphShapeBuffer = renderable->getMorphShapeBuffer();
  198. renElement.boneMatrixBuffer = renderable->getBoneMatrixBuffer();
  199. renElement.morphVertexDeclaration = renderable->getMorphVertexDeclaration();
  200. renElement.material = renderable->getMaterial(i);
  201. if (renElement.material == nullptr)
  202. renElement.material = renderable->getMaterial(0);
  203. if (renElement.material != nullptr && renElement.material->getShader() == nullptr)
  204. renElement.material = nullptr;
  205. // If no mInfo.aterial use the default mInfo.aterial
  206. if (renElement.material == nullptr)
  207. renElement.material = mDefaultMaterial->getMaterial();
  208. // Determine which technique to use
  209. static StringID techniqueIDLookup[4] = { StringID::NONE, RTag_Skinned, RTag_Morph, RTag_SkinnedMorph };
  210. static_assert((UINT32)RenderableAnimType::Count == 4, "RenderableAnimType is expected to have four sequential entries.");
  211. UINT32 techniqueIdx = -1;
  212. RenderableAnimType animType = renderable->getAnimType();
  213. if (animType != RenderableAnimType::None)
  214. techniqueIdx = renElement.material->findTechnique(techniqueIDLookup[(int)animType]);
  215. if (techniqueIdx == (UINT32)-1)
  216. techniqueIdx = renElement.material->getDefaultTechnique();
  217. renElement.techniqueIdx = techniqueIdx;
  218. // Validate mesh <-> shader vertex bindings
  219. if (renElement.material != nullptr)
  220. {
  221. UINT32 numPasses = renElement.material->getNumPasses(techniqueIdx);
  222. for (UINT32 j = 0; j < numPasses; j++)
  223. {
  224. SPtr<Pass> pass = renElement.material->getPass(j, techniqueIdx);
  225. SPtr<VertexDeclaration> shaderDecl = pass->getVertexProgram()->getInputDeclaration();
  226. if (!vertexDecl->isCompatible(shaderDecl))
  227. {
  228. Vector<VertexElement> missingElements = vertexDecl->getMissingElements(shaderDecl);
  229. // If using mInfo.orph shapes ignore POSITION1 and NORMAL1 mInfo.issing since we assign them from within the renderer
  230. if (animType == RenderableAnimType::Morph || animType == RenderableAnimType::SkinnedMorph)
  231. {
  232. auto removeIter = std::remove_if(missingElements.begin(), missingElements.end(), [](const VertexElement& x)
  233. {
  234. return (x.getSemantic() == VES_POSITION && x.getSemanticIdx() == 1) ||
  235. (x.getSemantic() == VES_NORMAL && x.getSemanticIdx() == 1);
  236. });
  237. missingElements.erase(removeIter, missingElements.end());
  238. }
  239. if (!missingElements.empty())
  240. {
  241. StringStream wrnStream;
  242. wrnStream << "Provided mesh is mInfo.issing required vertex attributes to render with the provided shader. Missing elements: " << std::endl;
  243. for (auto& entry : missingElements)
  244. wrnStream << "\t" << toString(entry.getSemantic()) << entry.getSemanticIdx() << std::endl;
  245. LOGWRN(wrnStream.str());
  246. break;
  247. }
  248. }
  249. }
  250. }
  251. // Generate or assigned renderer specific data for the mInfo.aterial
  252. renElement.params = renElement.material->createParamsSet(techniqueIdx);
  253. renElement.material->updateParamsSet(renElement.params, true);
  254. // Generate or assign sampler state overrides
  255. SamplerOverrideKey samplerKey(renElement.material, techniqueIdx);
  256. auto iterFind = mSamplerOverrides.find(samplerKey);
  257. if (iterFind != mSamplerOverrides.end())
  258. {
  259. renElement.samplerOverrides = iterFind->second;
  260. iterFind->second->refCount++;
  261. }
  262. else
  263. {
  264. SPtr<Shader> shader = renElement.material->getShader();
  265. MaterialSamplerOverrides* samplerOverrides = SamplerOverrideUtility::generateSamplerOverrides(shader,
  266. renElement.material->_getInternalParams(), renElement.params, mOptions);
  267. mSamplerOverrides[samplerKey] = samplerOverrides;
  268. renElement.samplerOverrides = samplerOverrides;
  269. samplerOverrides->refCount++;
  270. }
  271. }
  272. }
  273. }
  274. void RendererScene::updateRenderable(Renderable* renderable)
  275. {
  276. UINT32 renderableId = renderable->getRendererId();
  277. mInfo.renderables[renderableId]->updatePerObjectBuffer();
  278. mInfo.renderableCullInfos[renderableId].bounds = renderable->getBounds();
  279. }
  280. void RendererScene::unregisterRenderable(Renderable* renderable)
  281. {
  282. UINT32 renderableId = renderable->getRendererId();
  283. Renderable* lastRenerable = mInfo.renderables.back()->renderable;
  284. UINT32 lastRenderableId = lastRenerable->getRendererId();
  285. RendererObject* rendererObject = mInfo.renderables[renderableId];
  286. Vector<BeastRenderableElement>& elements = rendererObject->elements;
  287. for (auto& element : elements)
  288. {
  289. SamplerOverrideKey samplerKey(element.material, element.techniqueIdx);
  290. auto iterFind = mSamplerOverrides.find(samplerKey);
  291. assert(iterFind != mSamplerOverrides.end());
  292. MaterialSamplerOverrides* samplerOverrides = iterFind->second;
  293. samplerOverrides->refCount--;
  294. if (samplerOverrides->refCount == 0)
  295. {
  296. SamplerOverrideUtility::destroySamplerOverrides(samplerOverrides);
  297. mSamplerOverrides.erase(iterFind);
  298. }
  299. element.samplerOverrides = nullptr;
  300. }
  301. if (renderableId != lastRenderableId)
  302. {
  303. // Swap current last element with the one we want to erase
  304. std::swap(mInfo.renderables[renderableId], mInfo.renderables[lastRenderableId]);
  305. std::swap(mInfo.renderableCullInfos[renderableId], mInfo.renderableCullInfos[lastRenderableId]);
  306. lastRenerable->setRendererId(renderableId);
  307. for (auto& element : elements)
  308. element.renderableId = renderableId;
  309. }
  310. // Last element is the one we want to erase
  311. mInfo.renderables.erase(mInfo.renderables.end() - 1);
  312. mInfo.renderableCullInfos.erase(mInfo.renderableCullInfos.end() - 1);
  313. bs_delete(rendererObject);
  314. }
  315. void RendererScene::registerReflectionProbe(ReflectionProbe* probe)
  316. {
  317. UINT32 probeId = (UINT32)mInfo.reflProbes.size();
  318. probe->setRendererId(probeId);
  319. mInfo.reflProbes.push_back(RendererReflectionProbe(probe));
  320. RendererReflectionProbe& probeInfo = mInfo.reflProbes.back();
  321. mInfo.reflProbeWorldBounds.push_back(probe->getBounds());
  322. }
  323. void RendererScene::updateReflectionProbe(ReflectionProbe* probe)
  324. {
  325. // Should only get called if transform changes, any other mInfo.ajor changes and ReflProbeInfo entry gets rebuild
  326. UINT32 probeId = probe->getRendererId();
  327. mInfo.reflProbeWorldBounds[probeId] = probe->getBounds();
  328. RendererReflectionProbe& probeInfo = mInfo.reflProbes[probeId];
  329. probeInfo.arrayDirty = true;
  330. LightProbeCache::instance().notifyDirty(probe->getUUID());
  331. probeInfo.textureDirty = true;
  332. }
  333. void RendererScene::unregisterReflectionProbe(ReflectionProbe* probe)
  334. {
  335. UINT32 probeId = probe->getRendererId();
  336. ReflectionProbe* lastProbe = mInfo.reflProbes.back().probe;
  337. UINT32 lastProbeId = lastProbe->getRendererId();
  338. if (probeId != lastProbeId)
  339. {
  340. // Swap current last element with the one we want to erase
  341. std::swap(mInfo.reflProbes[probeId], mInfo.reflProbes[lastProbeId]);
  342. std::swap(mInfo.reflProbeWorldBounds[probeId], mInfo.reflProbeWorldBounds[lastProbeId]);
  343. probe->setRendererId(probeId);
  344. }
  345. // Last element is the one we want to erase
  346. mInfo.radialLights.erase(mInfo.radialLights.end() - 1);
  347. mInfo.radialLightWorldBounds.erase(mInfo.radialLightWorldBounds.end() - 1);
  348. LightProbeCache::instance().unloadCachedTexture(probe->getUUID());
  349. }
  350. void RendererScene::setReflectionProbeTexture(UINT32 probeIdx, const SPtr<Texture>& texture)
  351. {
  352. RendererReflectionProbe* probe = &mInfo.reflProbes[probeIdx];
  353. probe->texture = texture;
  354. probe->textureDirty = false;
  355. }
  356. void RendererScene::setReflectionProbeArrayIndex(UINT32 probeIdx, UINT32 arrayIdx, bool markAsClean)
  357. {
  358. RendererReflectionProbe* probe = &mInfo.reflProbes[probeIdx];
  359. probe->arrayIdx = arrayIdx;
  360. if (markAsClean)
  361. probe->arrayDirty = false;
  362. }
  363. void RendererScene::setOptions(const SPtr<RenderBeastOptions>& options)
  364. {
  365. mOptions = options;
  366. for (auto& entry : mInfo.views)
  367. entry->setStateReductionMode(mOptions->stateReductionMode);
  368. }
  369. RENDERER_VIEW_DESC RendererScene::createViewDesc(Camera* camera) const
  370. {
  371. SPtr<Viewport> viewport = camera->getViewport();
  372. RENDERER_VIEW_DESC viewDesc;
  373. viewDesc.target.clearFlags = 0;
  374. if (viewport->getRequiresColorClear())
  375. viewDesc.target.clearFlags |= FBT_COLOR;
  376. if (viewport->getRequiresDepthClear())
  377. viewDesc.target.clearFlags |= FBT_DEPTH;
  378. if (viewport->getRequiresStencilClear())
  379. viewDesc.target.clearFlags |= FBT_STENCIL;
  380. viewDesc.target.clearColor = viewport->getClearColor();
  381. viewDesc.target.clearDepthValue = viewport->getClearDepthValue();
  382. viewDesc.target.clearStencilValue = viewport->getClearStencilValue();
  383. viewDesc.target.target = viewport->getTarget();
  384. viewDesc.target.nrmViewRect = viewport->getNormArea();
  385. viewDesc.target.viewRect = Rect2I(
  386. viewport->getX(),
  387. viewport->getY(),
  388. (UINT32)viewport->getWidth(),
  389. (UINT32)viewport->getHeight());
  390. if (viewDesc.target.target != nullptr)
  391. {
  392. viewDesc.target.targetWidth = viewDesc.target.target->getProperties().getWidth();
  393. viewDesc.target.targetHeight = viewDesc.target.target->getProperties().getHeight();
  394. }
  395. else
  396. {
  397. viewDesc.target.targetWidth = 0;
  398. viewDesc.target.targetHeight = 0;
  399. }
  400. viewDesc.target.numSamples = camera->getMSAACount();
  401. viewDesc.isOverlay = camera->getFlags().isSet(CameraFlag::Overlay);
  402. viewDesc.isHDR = camera->getFlags().isSet(CameraFlag::HDR);
  403. viewDesc.noLighting = camera->getFlags().isSet(CameraFlag::NoLighting);
  404. viewDesc.triggerCallbacks = true;
  405. viewDesc.runPostProcessing = true;
  406. viewDesc.renderingReflections = false;
  407. viewDesc.cullFrustum = camera->getWorldFrustum();
  408. viewDesc.visibleLayers = camera->getLayers();
  409. viewDesc.nearPlane = camera->getNearClipDistance();
  410. viewDesc.farPlane = camera->getFarClipDistance();
  411. viewDesc.flipView = false;
  412. viewDesc.viewOrigin = camera->getPosition();
  413. viewDesc.viewDirection = camera->getForward();
  414. viewDesc.projTransform = camera->getProjectionMatrixRS();
  415. viewDesc.viewTransform = camera->getViewMatrix();
  416. viewDesc.projType = camera->getProjectionType();
  417. viewDesc.stateReduction = mOptions->stateReductionMode;
  418. viewDesc.sceneCamera = camera;
  419. return viewDesc;
  420. }
  421. void RendererScene::updateCameraRenderTargets(Camera* camera)
  422. {
  423. SPtr<RenderTarget> renderTarget = camera->getViewport()->getTarget();
  424. // Remove from render target list
  425. int rtChanged = 0; // 0 - No RT, 1 - RT found, 2 - RT changed
  426. for (auto iterTarget = mInfo.renderTargets.begin(); iterTarget != mInfo.renderTargets.end(); ++iterTarget)
  427. {
  428. RendererRenderTarget& target = *iterTarget;
  429. for (auto iterCam = target.cameras.begin(); iterCam != target.cameras.end(); ++iterCam)
  430. {
  431. if (camera == *iterCam)
  432. {
  433. if (renderTarget != target.target)
  434. {
  435. target.cameras.erase(iterCam);
  436. rtChanged = 2;
  437. }
  438. else
  439. rtChanged = 1;
  440. break;
  441. }
  442. }
  443. if (target.cameras.empty())
  444. {
  445. mInfo.renderTargets.erase(iterTarget);
  446. break;
  447. }
  448. }
  449. // Register in render target list
  450. if (renderTarget != nullptr && (rtChanged == 0 || rtChanged == 2))
  451. {
  452. auto findIter = std::find_if(mInfo.renderTargets.begin(), mInfo.renderTargets.end(),
  453. [&](const RendererRenderTarget& x) { return x.target == renderTarget; });
  454. if (findIter != mInfo.renderTargets.end())
  455. {
  456. findIter->cameras.push_back(camera);
  457. }
  458. else
  459. {
  460. mInfo.renderTargets.push_back(RendererRenderTarget());
  461. RendererRenderTarget& renderTargetData = mInfo.renderTargets.back();
  462. renderTargetData.target = renderTarget;
  463. renderTargetData.cameras.push_back(camera);
  464. }
  465. // Sort render targets based on priority
  466. auto cameraComparer = [&](const Camera* a, const Camera* b) { return a->getPriority() > b->getPriority(); };
  467. auto renderTargetInfoComparer = [&](const RendererRenderTarget& a, const RendererRenderTarget& b)
  468. { return a.target->getProperties().getPriority() > b.target->getProperties().getPriority(); };
  469. std::sort(begin(mInfo.renderTargets), end(mInfo.renderTargets), renderTargetInfoComparer);
  470. for (auto& camerasPerTarget : mInfo.renderTargets)
  471. {
  472. Vector<Camera*>& cameras = camerasPerTarget.cameras;
  473. std::sort(begin(cameras), end(cameras), cameraComparer);
  474. }
  475. }
  476. }
  477. void RendererScene::refreshSamplerOverrides(bool force)
  478. {
  479. bool anyDirty = false;
  480. for (auto& entry : mSamplerOverrides)
  481. {
  482. SPtr<MaterialParams> materialParams = entry.first.material->_getInternalParams();
  483. MaterialSamplerOverrides* materialOverrides = entry.second;
  484. for(UINT32 i = 0; i < materialOverrides->numOverrides; i++)
  485. {
  486. SamplerOverride& override = materialOverrides->overrides[i];
  487. const MaterialParamsBase::ParamData* materialParamData = materialParams->getParamData(override.paramIdx);
  488. SPtr<SamplerState> samplerState;
  489. materialParams->getSamplerState(*materialParamData, samplerState);
  490. UINT64 hash = 0;
  491. if (samplerState != nullptr)
  492. hash = samplerState->getProperties().getHash();
  493. if (hash != override.originalStateHash || force)
  494. {
  495. if (samplerState != nullptr)
  496. override.state = SamplerOverrideUtility::generateSamplerOverride(samplerState, mOptions);
  497. else
  498. override.state = SamplerOverrideUtility::generateSamplerOverride(SamplerState::getDefault(), mOptions);
  499. override.originalStateHash = override.state->getProperties().getHash();
  500. materialOverrides->isDirty = true;
  501. }
  502. // Dirty flag can also be set externally, so check here even though we assign it above
  503. if (materialOverrides->isDirty)
  504. anyDirty = true;
  505. }
  506. }
  507. // Early exit if possible
  508. if (!anyDirty)
  509. return;
  510. UINT32 numRenderables = (UINT32)mInfo.renderables.size();
  511. for (UINT32 i = 0; i < numRenderables; i++)
  512. {
  513. for(auto& element : mInfo.renderables[i]->elements)
  514. {
  515. MaterialSamplerOverrides* overrides = element.samplerOverrides;
  516. if(overrides != nullptr && overrides->isDirty)
  517. {
  518. UINT32 numPasses = element.material->getNumPasses();
  519. for(UINT32 j = 0; j < numPasses; j++)
  520. {
  521. SPtr<GpuParams> params = element.params->getGpuParams(j);
  522. const UINT32 numStages = 6;
  523. for (UINT32 k = 0; k < numStages; k++)
  524. {
  525. GpuProgramType type = (GpuProgramType)k;
  526. SPtr<GpuParamDesc> paramDesc = params->getParamDesc(type);
  527. if (paramDesc == nullptr)
  528. continue;
  529. for (auto& samplerDesc : paramDesc->samplers)
  530. {
  531. UINT32 set = samplerDesc.second.set;
  532. UINT32 slot = samplerDesc.second.slot;
  533. UINT32 overrideIndex = overrides->passes[j].stateOverrides[set][slot];
  534. if (overrideIndex == (UINT32)-1)
  535. continue;
  536. params->setSamplerState(set, slot, overrides->overrides[overrideIndex].state);
  537. }
  538. }
  539. }
  540. }
  541. }
  542. }
  543. for (auto& entry : mSamplerOverrides)
  544. entry.second->isDirty = false;
  545. }
  546. void RendererScene::prepareRenderable(UINT32 idx, const FrameInfo& frameInfo)
  547. {
  548. if (mInfo.renderableReady[idx])
  549. return;
  550. // Note: Before uploading bone matrices perhaps check if they has actually been changed since last frame
  551. mInfo.renderables[idx]->renderable->updateAnimationBuffers(frameInfo.animData);
  552. // Note: Could this step be moved in notifyRenderableUpdated, so it only triggers when material actually gets
  553. // changed? Although it shouldn't matter much because if the internal versions keeping track of dirty params.
  554. for (auto& element : mInfo.renderables[idx]->elements)
  555. element.material->updateParamsSet(element.params);
  556. mInfo.renderables[idx]->perObjectParamBuffer->flushToGPU();
  557. mInfo.renderableReady[idx] = true;
  558. }
  559. }}