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. {
  42. }
  43. const StringID& RenderBeast::getName() const
  44. {
  45. static StringID name = "RenderBeast";
  46. return name;
  47. }
  48. void RenderBeast::_onActivated()
  49. {
  50. CoreRenderer::_onActivated();
  51. gCoreAccessor().queueCommand(std::bind(&RenderBeast::initializeCore, this));
  52. }
  53. void RenderBeast::_onDeactivated()
  54. {
  55. CoreRenderer::_onDeactivated();
  56. gCoreAccessor().queueCommand(std::bind(&RenderBeast::destroyCore, this));
  57. gCoreAccessor().submitToCoreThread(true);
  58. }
  59. void RenderBeast::initializeCore()
  60. {
  61. mCoreOptions = bs_shared_ptr_new<RenderBeastOptions>();
  62. mStaticHandler = bs_new<StaticRenderableHandler>();
  63. RenderTexturePool::startUp();
  64. SPtr<ShaderCore> shader = createDefaultShader();
  65. mDummyMaterial = MaterialCore::create(shader);
  66. }
  67. void RenderBeast::destroyCore()
  68. {
  69. if (mStaticHandler != nullptr)
  70. bs_delete(mStaticHandler);
  71. mRenderTargets.clear();
  72. mCameraData.clear();
  73. mRenderables.clear();
  74. RenderTexturePool::shutDown();
  75. assert(mSamplerOverrides.empty());
  76. mDummyMaterial = nullptr;
  77. }
  78. void RenderBeast::_notifyRenderableAdded(RenderableCore* renderable)
  79. {
  80. UINT32 renderableId = (UINT32)mRenderables.size();
  81. renderable->setRendererId(renderableId);
  82. mRenderables.push_back(RenderableData());
  83. mWorldTransforms.push_back(renderable->getTransform());
  84. mWorldBounds.push_back(renderable->getBounds());
  85. RenderableData& renderableData = mRenderables.back();
  86. renderableData.renderable = renderable;
  87. if (renderable->getRenderableType() == RenType_LitTextured)
  88. renderableData.controller = mStaticHandler;
  89. else
  90. renderableData.controller = nullptr;
  91. SPtr<MeshCore> mesh = renderable->getMesh();
  92. if (mesh != nullptr)
  93. {
  94. const MeshProperties& meshProps = mesh->getProperties();
  95. for (UINT32 i = 0; i < meshProps.getNumSubMeshes(); i++)
  96. {
  97. renderableData.elements.push_back(BeastRenderableElement());
  98. BeastRenderableElement& renElement = renderableData.elements.back();
  99. renElement.mesh = mesh;
  100. renElement.subMesh = meshProps.getSubMesh(i);
  101. renElement.renderableId = renderableId;
  102. renElement.material = renderable->getMaterial(i);
  103. if (renElement.material == nullptr)
  104. renElement.material = renderable->getMaterial(0);
  105. if (renElement.material == nullptr)
  106. renElement.material = mDummyMaterial;
  107. auto iterFind = mSamplerOverrides.find(renElement.material);
  108. if (iterFind != mSamplerOverrides.end())
  109. {
  110. renElement.samplerOverrides = iterFind->second;
  111. iterFind->second->refCount++;
  112. }
  113. else
  114. {
  115. MaterialSamplerOverrides* samplerOverrides = SamplerOverrideUtility::generateSamplerOverrides(renElement.material, mCoreOptions);
  116. mSamplerOverrides[renElement.material] = samplerOverrides;
  117. renElement.samplerOverrides = samplerOverrides;
  118. samplerOverrides->refCount++;
  119. }
  120. if (renderableData.controller != nullptr)
  121. renderableData.controller->initializeRenderElem(renElement);
  122. }
  123. }
  124. }
  125. void RenderBeast::_notifyRenderableRemoved(RenderableCore* renderable)
  126. {
  127. UINT32 renderableId = renderable->getRendererId();
  128. RenderableCore* lastRenerable = mRenderables.back().renderable;
  129. UINT32 lastRenderableId = lastRenerable->getRendererId();
  130. Vector<BeastRenderableElement>& elements = mRenderables[renderableId].elements;
  131. for (auto& element : elements)
  132. {
  133. auto iterFind = mSamplerOverrides.find(element.material);
  134. assert(iterFind != mSamplerOverrides.end());
  135. MaterialSamplerOverrides* samplerOverrides = iterFind->second;
  136. samplerOverrides->refCount--;
  137. if (samplerOverrides->refCount == 0)
  138. {
  139. SamplerOverrideUtility::destroySamplerOverrides(samplerOverrides);
  140. mSamplerOverrides.erase(iterFind);
  141. }
  142. element.samplerOverrides = nullptr;
  143. }
  144. if (renderableId != lastRenderableId)
  145. {
  146. // Swap current last element with the one we want to erase
  147. std::swap(mRenderables[renderableId], mRenderables[lastRenderableId]);
  148. std::swap(mWorldBounds[renderableId], mWorldBounds[lastRenderableId]);
  149. std::swap(mWorldTransforms[renderableId], mWorldTransforms[lastRenderableId]);
  150. lastRenerable->setRendererId(renderableId);
  151. Vector<BeastRenderableElement>& lastRenderableElements = mRenderables[renderableId].elements;
  152. for (auto& element : elements)
  153. element.renderableId = renderableId;
  154. }
  155. // Last element is the one we want to erase
  156. mRenderables.erase(mRenderables.end() - 1);
  157. mWorldBounds.erase(mWorldBounds.end() - 1);
  158. mWorldTransforms.erase(mWorldTransforms.end() - 1);
  159. }
  160. void RenderBeast::_notifyRenderableUpdated(RenderableCore* renderable)
  161. {
  162. UINT32 renderableId = renderable->getRendererId();
  163. mWorldTransforms[renderableId] = renderable->getTransform();
  164. mWorldBounds[renderableId] = renderable->getBounds();
  165. }
  166. void RenderBeast::_notifyLightAdded(LightCore* light)
  167. {
  168. UINT32 lightId = (UINT32)mLights.size();
  169. light->setRendererId(lightId);
  170. mLights.push_back(LightData());
  171. mLightWorldBounds.push_back(light->getBounds());
  172. LightData& lightData = mLights.back();
  173. lightData.internal = light;
  174. }
  175. void RenderBeast::_notifyLightUpdated(LightCore* light)
  176. {
  177. UINT32 lightId = light->getRendererId();
  178. mLightWorldBounds[lightId] = light->getBounds();
  179. }
  180. void RenderBeast::_notifyLightRemoved(LightCore* light)
  181. {
  182. UINT32 lightId = light->getRendererId();
  183. LightCore* lastLight = mLights.back().internal;
  184. UINT32 lastLightId = lastLight->getRendererId();
  185. if (lightId != lastLightId)
  186. {
  187. // Swap current last element with the one we want to erase
  188. std::swap(mLights[lightId], mLights[lastLightId]);
  189. std::swap(mLightWorldBounds[lightId], mLightWorldBounds[lastLightId]);
  190. lastLight->setRendererId(lightId);
  191. }
  192. // Last element is the one we want to erase
  193. mLights.erase(mLights.end() - 1);
  194. mLightWorldBounds.erase(mLightWorldBounds.end() - 1);
  195. }
  196. void RenderBeast::_notifyCameraAdded(const CameraCore* camera)
  197. {
  198. CameraData& camData = mCameraData[camera];
  199. camData.opaqueQueue = bs_shared_ptr_new<RenderQueue>(mCoreOptions->stateReductionMode);
  200. StateReduction transparentStateReduction = mCoreOptions->stateReductionMode;
  201. if (transparentStateReduction == StateReduction::Material)
  202. transparentStateReduction = StateReduction::Distance; // Transparent object MUST be sorted by distance
  203. camData.transparentQueue = bs_shared_ptr_new<RenderQueue>(transparentStateReduction);
  204. // Register in render target list
  205. SPtr<RenderTargetCore> renderTarget = camera->getViewport()->getTarget();
  206. if (renderTarget == nullptr)
  207. return;
  208. auto findIter = std::find_if(mRenderTargets.begin(), mRenderTargets.end(),
  209. [&](const RenderTargetData& x) { return x.target == renderTarget; });
  210. if (findIter != mRenderTargets.end())
  211. {
  212. findIter->cameras.push_back(camera);
  213. }
  214. else
  215. {
  216. mRenderTargets.push_back(RenderTargetData());
  217. RenderTargetData& renderTargetData = mRenderTargets.back();
  218. renderTargetData.target = renderTarget;
  219. renderTargetData.cameras.push_back(camera);
  220. }
  221. // Sort render targets based on priority
  222. auto cameraComparer = [&](const CameraCore* a, const CameraCore* b) { return a->getPriority() > b->getPriority(); };
  223. auto renderTargetInfoComparer = [&](const RenderTargetData& a, const RenderTargetData& b)
  224. { return a.target->getProperties().getPriority() > b.target->getProperties().getPriority(); };
  225. std::sort(begin(mRenderTargets), end(mRenderTargets), renderTargetInfoComparer);
  226. for (auto& camerasPerTarget : mRenderTargets)
  227. {
  228. Vector<const CameraCore*>& cameras = camerasPerTarget.cameras;
  229. std::sort(begin(cameras), end(cameras), cameraComparer);
  230. }
  231. }
  232. void RenderBeast::_notifyCameraRemoved(const CameraCore* camera)
  233. {
  234. mCameraData.erase(camera);
  235. // Remove from render target list
  236. for (auto iterTarget = mRenderTargets.begin(); iterTarget != mRenderTargets.end(); ++iterTarget)
  237. {
  238. RenderTargetData& target = *iterTarget;
  239. for (auto iterCam = target.cameras.begin(); iterCam != target.cameras.end(); ++iterCam)
  240. {
  241. if (camera == *iterCam)
  242. {
  243. target.cameras.erase(iterCam);
  244. break;
  245. }
  246. }
  247. if (target.cameras.empty())
  248. {
  249. mRenderTargets.erase(iterTarget);
  250. break;
  251. }
  252. }
  253. }
  254. void RenderBeast::setOptions(const SPtr<CoreRendererOptions>& options)
  255. {
  256. mOptions = std::static_pointer_cast<RenderBeastOptions>(options);
  257. mOptionsDirty = true;
  258. }
  259. SPtr<CoreRendererOptions> RenderBeast::getOptions() const
  260. {
  261. return mOptions;
  262. }
  263. void RenderBeast::renderAll()
  264. {
  265. // Sync all dirty sim thread CoreObject data to core thread
  266. CoreObjectManager::instance().syncToCore(gCoreAccessor());
  267. if (mOptionsDirty)
  268. {
  269. gCoreAccessor().queueCommand(std::bind(&RenderBeast::syncRenderOptions, this, *mOptions));
  270. mOptionsDirty = false;
  271. }
  272. gCoreAccessor().queueCommand(std::bind(&RenderBeast::renderAllCore, this, gTime().getTime()));
  273. }
  274. void RenderBeast::syncRenderOptions(const RenderBeastOptions& options)
  275. {
  276. bool filteringChanged = mCoreOptions->filtering != options.filtering;
  277. if (options.filtering == RenderBeastFiltering::Anisotropic)
  278. filteringChanged |= mCoreOptions->anisotropyMax != options.anisotropyMax;
  279. if (filteringChanged)
  280. refreshSamplerOverrides(true);
  281. *mCoreOptions = options;
  282. for (auto& cameraData : mCameraData)
  283. {
  284. cameraData.second.opaqueQueue->setStateReduction(mCoreOptions->stateReductionMode);
  285. StateReduction transparentStateReduction = mCoreOptions->stateReductionMode;
  286. if (transparentStateReduction == StateReduction::Material)
  287. transparentStateReduction = StateReduction::Distance; // Transparent object MUST be sorted by distance
  288. cameraData.second.transparentQueue->setStateReduction(transparentStateReduction);
  289. }
  290. }
  291. void RenderBeast::renderAllCore(float time)
  292. {
  293. THROW_IF_NOT_CORE_THREAD;
  294. // Note: I'm iterating over all sampler states every frame. If this ends up being a performance
  295. // issue consider handling this internally in MaterialCore which can only do it when sampler states
  296. // are actually modified after sync
  297. refreshSamplerOverrides();
  298. // Update global per-frame hardware buffers
  299. mStaticHandler->updatePerFrameBuffers(time);
  300. // Generate render queues per camera
  301. for (auto& cameraData : mCameraData)
  302. {
  303. const CameraCore* camera = cameraData.first;
  304. determineVisible(*camera);
  305. }
  306. // Render everything, target by target
  307. for (auto& renderTargetData : mRenderTargets)
  308. {
  309. SPtr<RenderTargetCore> target = renderTargetData.target;
  310. Vector<const CameraCore*>& cameras = renderTargetData.cameras;
  311. RenderAPICore::instance().beginFrame();
  312. //UINT32 numCameras = (UINT32)cameras.size();
  313. //for (UINT32 i = 0; i < numCameras; i++)
  314. // render(renderTargetData, i);
  315. // BEGIN OLD STUFF
  316. RenderAPICore::instance().setRenderTarget(target);
  317. for(auto& camera : cameras)
  318. {
  319. SPtr<ViewportCore> viewport = camera->getViewport();
  320. RenderAPICore::instance().setViewport(viewport->getNormArea());
  321. UINT32 clearBuffers = 0;
  322. if(viewport->getRequiresColorClear())
  323. clearBuffers |= FBT_COLOR;
  324. if(viewport->getRequiresDepthClear())
  325. clearBuffers |= FBT_DEPTH;
  326. if(viewport->getRequiresStencilClear())
  327. clearBuffers |= FBT_STENCIL;
  328. if(clearBuffers != 0)
  329. RenderAPICore::instance().clearViewport(clearBuffers, viewport->getClearColor(), viewport->getClearDepthValue(), viewport->getClearStencilValue());
  330. renderOLD(*camera);
  331. }
  332. // END OLD STUFF
  333. RenderAPICore::instance().endFrame();
  334. RenderAPICore::instance().swapBuffers(target);
  335. }
  336. }
  337. void RenderBeast::render(RenderTargetData& rtData, UINT32 camIdx)
  338. {
  339. const CameraCore* camera = rtData.cameras[camIdx];
  340. CameraData& camData = mCameraData[camera];
  341. SPtr<ViewportCore> viewport = camera->getViewport();
  342. Matrix4 projMatrix = camera->getProjectionMatrixRS();
  343. Matrix4 viewMatrix = camera->getViewMatrix();
  344. Matrix4 viewProjMatrix = projMatrix * viewMatrix;
  345. mStaticHandler->updatePerCameraBuffers(viewProjMatrix, viewMatrix, projMatrix, camera->getForward());
  346. // Render scene object to g-buffer if there are any
  347. const Vector<RenderQueueElement>& opaqueElements = camData.opaqueQueue->getSortedElements();
  348. bool hasGBuffer = opaqueElements.size() > 0;
  349. if (hasGBuffer)
  350. {
  351. bool createGBuffer = camData.gbuffer == nullptr ||
  352. camData.gbuffer->getHDR() != mCoreOptions->hdr ||
  353. camData.gbuffer->getNumSamples() != mCoreOptions->msaa;
  354. if (createGBuffer)
  355. camData.gbuffer = RenderTargets::create(*viewport, mCoreOptions->hdr, mCoreOptions->msaa);
  356. camData.gbuffer->bind();
  357. UINT32 clearBuffers = 0;
  358. if (viewport->getRequiresColorClear())
  359. clearBuffers |= FBT_COLOR;
  360. if (viewport->getRequiresDepthClear())
  361. clearBuffers |= FBT_DEPTH;
  362. if (viewport->getRequiresStencilClear())
  363. clearBuffers |= FBT_STENCIL;
  364. if (clearBuffers != 0)
  365. RenderAPICore::instance().clearViewport(clearBuffers, viewport->getClearColor(), viewport->getClearDepthValue(), viewport->getClearStencilValue());
  366. for (auto iter = opaqueElements.begin(); iter != opaqueElements.end(); ++iter)
  367. {
  368. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  369. SPtr<MaterialCore> material = renderElem->material;
  370. UINT32 rendererId = renderElem->renderableId;
  371. Matrix4 worldViewProjMatrix = viewProjMatrix * mWorldTransforms[rendererId];
  372. mStaticHandler->updatePerObjectBuffers(*renderElem, mWorldTransforms[rendererId], worldViewProjMatrix);
  373. mStaticHandler->bindGlobalBuffers(*renderElem); // Note: If I can keep global buffer slot indexes the same between shaders I could only bind these once
  374. mStaticHandler->bindPerObjectBuffers(*renderElem);
  375. if (iter->applyPass)
  376. {
  377. SPtr<PassCore> pass = material->getPass(iter->passIdx);
  378. setPass(pass);
  379. }
  380. SPtr<PassParametersCore> passParams = material->getPassParameters(iter->passIdx);
  381. if (renderElem->samplerOverrides != nullptr)
  382. setPassParams(passParams, &renderElem->samplerOverrides->passes[iter->passIdx]);
  383. else
  384. setPassParams(passParams, nullptr);
  385. draw(iter->renderElem->mesh, iter->renderElem->subMesh);
  386. }
  387. }
  388. else
  389. camData.gbuffer = nullptr;
  390. // Prepare final render target
  391. SPtr<RenderTargetCore> target = rtData.target;
  392. // If first camera in render target, prepare the RT
  393. if (camIdx == 0)
  394. {
  395. RenderAPICore::instance().setRenderTarget(target);
  396. RenderAPICore::instance().setViewport(viewport->getNormArea());
  397. UINT32 clearBuffers = 0;
  398. if (viewport->getRequiresColorClear())
  399. clearBuffers |= FBT_COLOR;
  400. if (viewport->getRequiresDepthClear())
  401. clearBuffers |= FBT_DEPTH;
  402. if (viewport->getRequiresStencilClear())
  403. clearBuffers |= FBT_STENCIL;
  404. if (clearBuffers != 0)
  405. RenderAPICore::instance().clearViewport(clearBuffers, viewport->getClearColor(), viewport->getClearDepthValue(), viewport->getClearStencilValue());
  406. }
  407. // Trigger pre-scene callbacks
  408. auto iterCameraCallbacks = mRenderCallbacks.find(camera);
  409. if (iterCameraCallbacks != mRenderCallbacks.end())
  410. {
  411. for (auto& callbackPair : iterCameraCallbacks->second)
  412. {
  413. if (callbackPair.first >= 0)
  414. break;
  415. callbackPair.second();
  416. }
  417. }
  418. // Resolve gbuffer if there is one
  419. if (hasGBuffer)
  420. {
  421. // TODO - Render lights
  422. // TODO - Resolve to render target
  423. camData.gbuffer->unbind();
  424. }
  425. // Render transparent objects
  426. const Vector<RenderQueueElement>& transparentElements = camData.transparentQueue->getSortedElements();
  427. for (auto iter = transparentElements.begin(); iter != transparentElements.end(); ++iter)
  428. {
  429. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  430. SPtr<MaterialCore> material = renderElem->material;
  431. UINT32 rendererId = renderElem->renderableId;
  432. Matrix4 worldViewProjMatrix = viewProjMatrix * mWorldTransforms[rendererId];
  433. mStaticHandler->updatePerObjectBuffers(*renderElem, mWorldTransforms[rendererId], worldViewProjMatrix);
  434. mStaticHandler->bindGlobalBuffers(*renderElem); // Note: If I can keep global buffer slot indexes the same between shaders I could only bind these once
  435. mStaticHandler->bindPerObjectBuffers(*renderElem);
  436. if (iter->applyPass)
  437. {
  438. SPtr<PassCore> pass = material->getPass(iter->passIdx);
  439. setPass(pass);
  440. }
  441. SPtr<PassParametersCore> passParams = material->getPassParameters(iter->passIdx);
  442. if (renderElem->samplerOverrides != nullptr)
  443. setPassParams(passParams, &renderElem->samplerOverrides->passes[iter->passIdx]);
  444. else
  445. setPassParams(passParams, nullptr);
  446. draw(iter->renderElem->mesh, iter->renderElem->subMesh);
  447. }
  448. camData.opaqueQueue->clear();
  449. camData.transparentQueue->clear();
  450. // Render post-scene callbacks
  451. if (iterCameraCallbacks != mRenderCallbacks.end())
  452. {
  453. for (auto& callbackPair : iterCameraCallbacks->second)
  454. {
  455. if (callbackPair.first < 0)
  456. continue;
  457. callbackPair.second();
  458. }
  459. }
  460. }
  461. void RenderBeast::renderOLD(const CameraCore& camera)
  462. {
  463. THROW_IF_NOT_CORE_THREAD;
  464. RenderAPICore& rs = RenderAPICore::instance();
  465. CameraData& cameraData = mCameraData[&camera];
  466. Matrix4 projMatrix = camera.getProjectionMatrixRS();
  467. Matrix4 viewMatrix = camera.getViewMatrix();
  468. Matrix4 viewProjMatrix = projMatrix * viewMatrix;
  469. // Trigger pre-render callbacks
  470. auto iterCameraCallbacks = mRenderCallbacks.find(&camera);
  471. if (iterCameraCallbacks != mRenderCallbacks.end())
  472. {
  473. for (auto& callbackPair : iterCameraCallbacks->second)
  474. {
  475. if (callbackPair.first >= 0)
  476. break;
  477. callbackPair.second();
  478. }
  479. }
  480. // Render opaque
  481. //// Update global per-frame hardware buffers
  482. mStaticHandler->updatePerCameraBuffers(viewProjMatrix, viewMatrix, projMatrix, camera.getForward());
  483. // TODO - This bit can be removed once I fully switch to deferred
  484. const Vector<RenderQueueElement>& opaqueElements = cameraData.opaqueQueue->getSortedElements();
  485. for(auto iter = opaqueElements.begin(); iter != opaqueElements.end(); ++iter)
  486. {
  487. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  488. SPtr<MaterialCore> material = renderElem->material;
  489. UINT32 rendererId = renderElem->renderableId;
  490. Matrix4 worldViewProjMatrix = viewProjMatrix * mWorldTransforms[rendererId];
  491. mStaticHandler->updatePerObjectBuffers(*renderElem, mWorldTransforms[rendererId], worldViewProjMatrix);
  492. mStaticHandler->bindGlobalBuffers(*renderElem); // Note: If I can keep global buffer slot indexes the same between shaders I could only bind these once
  493. mStaticHandler->bindPerObjectBuffers(*renderElem);
  494. if (iter->applyPass)
  495. {
  496. SPtr<PassCore> pass = material->getPass(iter->passIdx);
  497. setPass(pass);
  498. }
  499. {
  500. SPtr<PassParametersCore> passParams = material->getPassParameters(iter->passIdx);
  501. if (renderElem->samplerOverrides != nullptr)
  502. setPassParams(passParams, &renderElem->samplerOverrides->passes[iter->passIdx]);
  503. else
  504. setPassParams(passParams, nullptr);
  505. }
  506. draw(iter->renderElem->mesh, iter->renderElem->subMesh);
  507. }
  508. // Render transparent
  509. const Vector<RenderQueueElement>& transparentElements = cameraData.transparentQueue->getSortedElements();
  510. for (auto iter = transparentElements.begin(); iter != transparentElements.end(); ++iter)
  511. {
  512. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  513. SPtr<MaterialCore> material = renderElem->material;
  514. UINT32 rendererId = renderElem->renderableId;
  515. Matrix4 worldViewProjMatrix = viewProjMatrix * mWorldTransforms[rendererId];
  516. mStaticHandler->updatePerObjectBuffers(*renderElem, mWorldTransforms[rendererId], worldViewProjMatrix);
  517. mStaticHandler->bindGlobalBuffers(*renderElem); // Note: If I can keep global buffer slot indexes the same between shaders I could only bind these once
  518. mStaticHandler->bindPerObjectBuffers(*renderElem);
  519. if (iter->applyPass)
  520. {
  521. SPtr<PassCore> pass = material->getPass(iter->passIdx);
  522. setPass(pass);
  523. }
  524. SPtr<PassParametersCore> passParams = material->getPassParameters(iter->passIdx);
  525. if (renderElem->samplerOverrides != nullptr)
  526. setPassParams(passParams, &renderElem->samplerOverrides->passes[iter->passIdx]);
  527. else
  528. setPassParams(passParams, nullptr);
  529. draw(iter->renderElem->mesh, iter->renderElem->subMesh);
  530. }
  531. cameraData.opaqueQueue->clear();
  532. cameraData.transparentQueue->clear();
  533. // Trigger post-render callbacks
  534. if (iterCameraCallbacks != mRenderCallbacks.end())
  535. {
  536. for (auto& callbackPair : iterCameraCallbacks->second)
  537. {
  538. if (callbackPair.first < 0)
  539. continue;
  540. callbackPair.second();
  541. }
  542. }
  543. }
  544. void RenderBeast::determineVisible(const CameraCore& camera)
  545. {
  546. CameraData& cameraData = mCameraData[&camera];
  547. UINT64 cameraLayers = camera.getLayers();
  548. ConvexVolume worldFrustum = camera.getWorldFrustum();
  549. // Update per-object param buffers and queue render elements
  550. for (auto& renderableData : mRenderables)
  551. {
  552. RenderableCore* renderable = renderableData.renderable;
  553. RenderableHandler* controller = renderableData.controller;
  554. UINT32 renderableType = renderable->getRenderableType();
  555. UINT32 rendererId = renderable->getRendererId();
  556. if ((renderable->getLayer() & cameraLayers) == 0)
  557. continue;
  558. // Do frustum culling
  559. // TODO - This is bound to be a bottleneck at some point. When it is ensure that intersect
  560. // methods use vector operations, as it is trivial to update them.
  561. const Sphere& boundingSphere = mWorldBounds[rendererId].getSphere();
  562. if (worldFrustum.intersects(boundingSphere))
  563. {
  564. // More precise with the box
  565. const AABox& boundingBox = mWorldBounds[rendererId].getBox();
  566. if (worldFrustum.intersects(boundingBox))
  567. {
  568. float distanceToCamera = (camera.getPosition() - boundingBox.getCenter()).length();
  569. for (auto& renderElem : renderableData.elements)
  570. {
  571. bool isTransparent = (renderElem.material->getShader()->getFlags() & (UINT32)ShaderFlags::Transparent) != 0;
  572. if (isTransparent)
  573. cameraData.transparentQueue->add(&renderElem, distanceToCamera);
  574. else
  575. cameraData.opaqueQueue->add(&renderElem, distanceToCamera);
  576. }
  577. }
  578. }
  579. }
  580. cameraData.opaqueQueue->sort();
  581. cameraData.transparentQueue->sort();
  582. }
  583. Vector2 RenderBeast::getDeviceZTransform(const Matrix4& projMatrix)
  584. {
  585. Vector2 output;
  586. output.x = 1.0f / projMatrix[2][2];
  587. output.y = projMatrix[2][3] / projMatrix[2][2];
  588. return output;
  589. }
  590. void RenderBeast::refreshSamplerOverrides(bool force)
  591. {
  592. for (auto& entry : mSamplerOverrides)
  593. {
  594. SPtr<MaterialCore> material = entry.first;
  595. if (force)
  596. {
  597. SamplerOverrideUtility::destroySamplerOverrides(entry.second);
  598. entry.second = SamplerOverrideUtility::generateSamplerOverrides(material, mCoreOptions);
  599. }
  600. else
  601. {
  602. MaterialSamplerOverrides* materialOverrides = entry.second;
  603. UINT32 numPasses = material->getNumPasses();
  604. assert(numPasses == materialOverrides->numPasses);
  605. for (UINT32 i = 0; i < numPasses; i++)
  606. {
  607. SPtr<PassParametersCore> passParams = material->getPassParameters(i);
  608. PassSamplerOverrides& passOverrides = materialOverrides->passes[i];
  609. for (UINT32 j = 0; j < PassParametersCore::NUM_PARAMS; j++)
  610. {
  611. StageSamplerOverrides& stageOverrides = passOverrides.stages[j];
  612. SPtr<GpuParamsCore> params = passParams->getParamByIdx(j);
  613. if (params == nullptr)
  614. continue;
  615. const GpuParamDesc& paramDesc = params->getParamDesc();
  616. for (auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  617. {
  618. UINT32 slot = iter->second.slot;
  619. SPtr<SamplerStateCore> samplerState = params->getSamplerState(slot);
  620. assert(stageOverrides.numStates > slot);
  621. if (samplerState != stageOverrides.stateOverrides[slot])
  622. {
  623. if (samplerState != nullptr)
  624. stageOverrides.stateOverrides[slot] = SamplerOverrideUtility::generateSamplerOverride(samplerState, mCoreOptions);
  625. else
  626. stageOverrides.stateOverrides[slot] = SamplerOverrideUtility::generateSamplerOverride(SamplerStateCore::getDefault(), mCoreOptions);;
  627. }
  628. }
  629. }
  630. }
  631. }
  632. }
  633. }
  634. void RenderBeast::setPass(const SPtr<PassCore>& pass)
  635. {
  636. THROW_IF_NOT_CORE_THREAD;
  637. RenderAPICore& rs = RenderAPICore::instance();
  638. struct StageData
  639. {
  640. GpuProgramType type;
  641. bool enable;
  642. SPtr<GpuProgramCore> program;
  643. };
  644. const UINT32 numStages = 6;
  645. StageData stages[numStages] =
  646. {
  647. { GPT_VERTEX_PROGRAM, pass->hasVertexProgram(), pass->getVertexProgram() },
  648. { GPT_FRAGMENT_PROGRAM, pass->hasFragmentProgram(), pass->getFragmentProgram() },
  649. { GPT_GEOMETRY_PROGRAM, pass->hasGeometryProgram(), pass->getGeometryProgram() },
  650. { GPT_HULL_PROGRAM, pass->hasHullProgram(), pass->getHullProgram() },
  651. { GPT_DOMAIN_PROGRAM, pass->hasDomainProgram(), pass->getDomainProgram() },
  652. { GPT_COMPUTE_PROGRAM, pass->hasComputeProgram(), pass->getComputeProgram() }
  653. };
  654. for (UINT32 i = 0; i < numStages; i++)
  655. {
  656. const StageData& stage = stages[i];
  657. if (stage.enable)
  658. rs.bindGpuProgram(stage.program);
  659. else
  660. rs.unbindGpuProgram(stage.type);
  661. }
  662. // Set up non-texture related pass settings
  663. if (pass->getBlendState() != nullptr)
  664. rs.setBlendState(pass->getBlendState());
  665. else
  666. rs.setBlendState(BlendStateCore::getDefault());
  667. if (pass->getDepthStencilState() != nullptr)
  668. rs.setDepthStencilState(pass->getDepthStencilState(), pass->getStencilRefValue());
  669. else
  670. rs.setDepthStencilState(DepthStencilStateCore::getDefault(), pass->getStencilRefValue());
  671. if (pass->getRasterizerState() != nullptr)
  672. rs.setRasterizerState(pass->getRasterizerState());
  673. else
  674. rs.setRasterizerState(RasterizerStateCore::getDefault());
  675. }
  676. void RenderBeast::setPassParams(const SPtr<PassParametersCore>& passParams, const PassSamplerOverrides* samplerOverrides)
  677. {
  678. THROW_IF_NOT_CORE_THREAD;
  679. RenderAPICore& rs = RenderAPICore::instance();
  680. struct StageData
  681. {
  682. GpuProgramType type;
  683. SPtr<GpuParamsCore> params;
  684. };
  685. const UINT32 numStages = 6;
  686. StageData stages[numStages] =
  687. {
  688. { GPT_VERTEX_PROGRAM, passParams->mVertParams },
  689. { GPT_FRAGMENT_PROGRAM, passParams->mFragParams },
  690. { GPT_GEOMETRY_PROGRAM, passParams->mGeomParams },
  691. { GPT_HULL_PROGRAM, passParams->mHullParams },
  692. { GPT_DOMAIN_PROGRAM, passParams->mDomainParams },
  693. { GPT_COMPUTE_PROGRAM, passParams->mComputeParams }
  694. };
  695. for (UINT32 i = 0; i < numStages; i++)
  696. {
  697. const StageData& stage = stages[i];
  698. SPtr<GpuParamsCore> params = stage.params;
  699. if (params == nullptr)
  700. continue;
  701. const GpuParamDesc& paramDesc = params->getParamDesc();
  702. for (auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  703. {
  704. SPtr<SamplerStateCore> samplerState;
  705. if (samplerOverrides != nullptr)
  706. samplerState = samplerOverrides->stages[i].stateOverrides[iter->second.slot];
  707. else
  708. samplerState = params->getSamplerState(iter->second.slot);
  709. if (samplerState == nullptr)
  710. rs.setSamplerState(stage.type, iter->second.slot, SamplerStateCore::getDefault());
  711. else
  712. rs.setSamplerState(stage.type, iter->second.slot, samplerState);
  713. }
  714. for (auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
  715. {
  716. SPtr<TextureCore> texture = params->getTexture(iter->second.slot);
  717. if (!params->isLoadStoreTexture(iter->second.slot))
  718. {
  719. if (texture == nullptr)
  720. rs.setTexture(stage.type, iter->second.slot, false, nullptr);
  721. else
  722. rs.setTexture(stage.type, iter->second.slot, true, texture);
  723. }
  724. else
  725. {
  726. const TextureSurface& surface = params->getLoadStoreSurface(iter->second.slot);
  727. if (texture == nullptr)
  728. rs.setLoadStoreTexture(stage.type, iter->second.slot, false, nullptr, surface);
  729. else
  730. rs.setLoadStoreTexture(stage.type, iter->second.slot, true, texture, surface);
  731. }
  732. }
  733. rs.setConstantBuffers(stage.type, params);
  734. }
  735. }
  736. SPtr<ShaderCore> RenderBeast::createDefaultShader()
  737. {
  738. StringID rsName = RenderAPICore::instance().getName();
  739. SPtr<GpuProgramCore> vsProgram;
  740. SPtr<GpuProgramCore> psProgram;
  741. if (rsName == RenderAPIDX11)
  742. {
  743. String vsCode = R"(
  744. cbuffer PerObject
  745. {
  746. float4x4 gMatWorldViewProj;
  747. float4x4 gMatWorld;
  748. }
  749. void vs_main(
  750. in float3 inPos : POSITION,
  751. in float3 inNormal : NORMAL,
  752. out float4 oPosition : SV_Position,
  753. out float3 oNormal : NORMAL)
  754. {
  755. oPosition = mul(gMatWorldViewProj, float4(inPos.xyz, 1));
  756. oNormal = inNormal;
  757. })";
  758. String psCode = R"(
  759. cbuffer PerCamera
  760. {
  761. float3 gViewDir;
  762. float4x4 gMatViewProj;
  763. float4x4 gMatView;
  764. float4x4 gMatProj;
  765. }
  766. float4 ps_main(
  767. in float4 inPos : SV_Position,
  768. in float3 normal : NORMAL) : SV_Target
  769. {
  770. float4 outColor = float4(0.3f, 0.3f, 0.3f, 1.0f) * clamp(dot(normalize(normal), -gViewDir), 0.5f, 1.0);
  771. outColor.a = 1.0f;
  772. return outColor;
  773. })";
  774. vsProgram = GpuProgramCore::create(vsCode, "vs_main", "hlsl", GPT_VERTEX_PROGRAM, GPP_VS_4_0);
  775. psProgram = GpuProgramCore::create(psCode, "ps_main", "hlsl", GPT_FRAGMENT_PROGRAM, GPP_FS_4_0);
  776. }
  777. else if (rsName == RenderAPIDX9)
  778. {
  779. String vsCode = R"(
  780. BS_PARAM_BLOCK PerObject { gMatWorldViewProj, gMatWorld }
  781. float4x4 gMatWorldViewProj;
  782. float4x4 gMatWorld;
  783. void vs_main(
  784. in float3 inPos : POSITION,
  785. in float3 inNormal : NORMAL,
  786. out float4 oPosition : POSITION,
  787. out float3 oNormal : TEXCOORD0)
  788. {
  789. oPosition = mul(gMatWorldViewProj, float4(inPos.xyz, 1));
  790. oNormal = inNormal;
  791. })";
  792. String psCode = R"(
  793. BS_PARAM_BLOCK PerCamera { gViewDir, gMatViewProj, gMatView, gMatProj }
  794. float3 gViewDir;
  795. float4x4 gMatViewProj;
  796. float4x4 gMatView;
  797. float4x4 gMatProj;
  798. float4 ps_main(
  799. in float3 inPos : POSITION,
  800. in float3 inNormal : TEXCOORD0) : COLOR0
  801. {
  802. float4 outColor = float4(0.3f, 0.3f, 0.3f, 1.0f) * clamp(dot(normalize(inNormal), -gViewDir), 0.5f, 1.0);
  803. outColor.a = 1.0f;
  804. return outColor;
  805. })";
  806. vsProgram = GpuProgramCore::create(vsCode, "vs_main", "hlsl9", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
  807. psProgram = GpuProgramCore::create(psCode, "ps_main", "hlsl9", GPT_FRAGMENT_PROGRAM, GPP_FS_2_0);
  808. }
  809. else if (rsName == RenderAPIOpenGL)
  810. {
  811. String vsCode = R"(
  812. uniform PerObject
  813. {
  814. mat4 gMatWorldViewProj;
  815. mat4 gMatWorld;
  816. };
  817. in vec3 bs_position;
  818. in vec3 bs_normal;
  819. out vec3 normal;
  820. out gl_PerVertex
  821. {
  822. vec4 gl_Position;
  823. };
  824. void main()
  825. {
  826. gl_Position = gMatWorldViewProj * vec4(bs_position.xyz, 1);
  827. normal = bs_normal;
  828. })";
  829. String psCode = R"(
  830. uniform PerCamera
  831. {
  832. vec3 gViewDir;
  833. mat4 gMatViewProj;
  834. mat4 gMatView;
  835. mat4 gMatProj;
  836. };
  837. in vec3 normal;
  838. out vec4 fragColor;
  839. void main()
  840. {
  841. vec4 outColor = vec4(0.3f, 0.3f, 0.3f, 1.0f) * clamp(dot(normalize(normal), -gViewDir), 0.5f, 1.0);
  842. outColor.a = 1.0f;
  843. fragColor = outColor;
  844. })";
  845. vsProgram = GpuProgramCore::create(vsCode, "main", "glsl", GPT_VERTEX_PROGRAM, GPP_VS_4_0);
  846. psProgram = GpuProgramCore::create(psCode, "main", "glsl", GPT_FRAGMENT_PROGRAM, GPP_FS_4_0);
  847. }
  848. PASS_DESC_CORE passDesc;
  849. passDesc.vertexProgram = vsProgram;
  850. passDesc.fragmentProgram = psProgram;
  851. SPtr<PassCore> newPass = PassCore::create(passDesc);
  852. SPtr<TechniqueCore> newTechnique = TechniqueCore::create(rsName, RendererDefault, { newPass });
  853. SHADER_DESC_CORE shaderDesc;
  854. shaderDesc.setParamBlockAttribs("PerObject", true, GPBU_DYNAMIC, RBS_PerObject);
  855. shaderDesc.setParamBlockAttribs("PerCamera", true, GPBU_DYNAMIC, RBS_PerCamera);
  856. shaderDesc.addParameter("gMatWorldViewProj", "gMatWorldViewProj", GPDT_MATRIX_4X4, RPS_WorldViewProjTfrm);
  857. shaderDesc.addParameter("gViewDir", "gViewDir", GPDT_FLOAT3, RPS_ViewDir);
  858. SPtr<ShaderCore> defaultShader = ShaderCore::create("DummyShader", shaderDesc, { newTechnique });
  859. return defaultShader;
  860. }
  861. }