BsRenderBeast.cpp 31 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. #include "BsRendererUtility.h"
  37. using namespace std::placeholders;
  38. namespace BansheeEngine
  39. {
  40. RenderBeast::RenderBeast()
  41. :mOptions(bs_shared_ptr_new<RenderBeastOptions>()), mOptionsDirty(true), mStaticHandler(nullptr),
  42. mDefaultMaterial(nullptr), mPointLightMat(nullptr), mDirLightMat(nullptr)
  43. {
  44. }
  45. const StringID& RenderBeast::getName() const
  46. {
  47. static StringID name = "RenderBeast";
  48. return name;
  49. }
  50. void RenderBeast::initialize()
  51. {
  52. CoreRenderer::initialize();
  53. SPtr<Light> dummyDirLight = Light::create(LightType::Directional);
  54. CoreThread::instance().queueCommand(std::bind(&RenderBeast::initializeCore, this, dummyDirLight->getCore()));
  55. }
  56. void RenderBeast::destroy()
  57. {
  58. CoreRenderer::destroy();
  59. gCoreAccessor().queueCommand(std::bind(&RenderBeast::destroyCore, this));
  60. gCoreAccessor().submitToCoreThread(true);
  61. }
  62. void RenderBeast::initializeCore(const SPtr<LightCore>& dummyLight)
  63. {
  64. RendererUtility::startUp();
  65. mCoreOptions = bs_shared_ptr_new<RenderBeastOptions>();
  66. mStaticHandler = bs_new<StaticRenderableHandler>();
  67. mDefaultMaterial = bs_new<DefaultMaterial>();
  68. mPointLightMat = bs_new<PointLightMat>();
  69. mDirLightMat = bs_new<DirectionalLightMat>();
  70. mDummyDirLight = dummyLight;
  71. RenderTexturePool::startUp();
  72. }
  73. void RenderBeast::destroyCore()
  74. {
  75. if (mStaticHandler != nullptr)
  76. bs_delete(mStaticHandler);
  77. mRenderTargets.clear();
  78. mCameraData.clear();
  79. mRenderables.clear();
  80. mDummyDirLight = nullptr;
  81. RenderTexturePool::shutDown();
  82. bs_delete(mDefaultMaterial);
  83. bs_delete(mPointLightMat);
  84. bs_delete(mDirLightMat);
  85. RendererUtility::shutDown();
  86. assert(mSamplerOverrides.empty());
  87. }
  88. void RenderBeast::_notifyRenderableAdded(RenderableCore* renderable)
  89. {
  90. UINT32 renderableId = (UINT32)mRenderables.size();
  91. renderable->setRendererId(renderableId);
  92. mRenderables.push_back(RenderableData());
  93. mRenderableShaderData.push_back(RenderableShaderData());
  94. mWorldBounds.push_back(renderable->getBounds());
  95. RenderableData& renderableData = mRenderables.back();
  96. renderableData.renderable = renderable;
  97. RenderableShaderData& shaderData = mRenderableShaderData.back();
  98. shaderData.worldTransform = renderable->getTransform();
  99. shaderData.invWorldTransform = shaderData.worldTransform.inverseAffine();
  100. shaderData.worldNoScaleTransform = renderable->getTransformNoScale();
  101. shaderData.invWorldNoScaleTransform = shaderData.worldNoScaleTransform.inverseAffine();
  102. shaderData.worldDeterminantSign = shaderData.worldTransform.determinant3x3() >= 0.0f ? 1.0f : -1.0f;
  103. if (renderable->getRenderableType() == RenType_LitTextured)
  104. renderableData.controller = mStaticHandler;
  105. else
  106. renderableData.controller = nullptr;
  107. SPtr<MeshCore> mesh = renderable->getMesh();
  108. if (mesh != nullptr)
  109. {
  110. const MeshProperties& meshProps = mesh->getProperties();
  111. SPtr<VertexDeclarationCore> vertexDecl = mesh->getVertexData()->vertexDeclaration;
  112. for (UINT32 i = 0; i < meshProps.getNumSubMeshes(); i++)
  113. {
  114. renderableData.elements.push_back(BeastRenderableElement());
  115. BeastRenderableElement& renElement = renderableData.elements.back();
  116. renElement.mesh = mesh;
  117. renElement.subMesh = meshProps.getSubMesh(i);
  118. renElement.renderableId = renderableId;
  119. renElement.material = renderable->getMaterial(i);
  120. if (renElement.material == nullptr)
  121. renElement.material = renderable->getMaterial(0);
  122. if (renElement.material != nullptr && renElement.material->getShader() == nullptr)
  123. renElement.material = nullptr;
  124. // Validate mesh <-> shader vertex bindings
  125. if (renElement.material != nullptr)
  126. {
  127. UINT32 numPasses = renElement.material->getNumPasses();
  128. for (UINT32 j = 0; j < numPasses; j++)
  129. {
  130. SPtr<PassCore> pass = renElement.material->getPass(j);
  131. SPtr<VertexDeclarationCore> shaderDecl = pass->getVertexProgram()->getInputDeclaration();
  132. if (!vertexDecl->isCompatible(shaderDecl))
  133. {
  134. Vector<VertexElement> missingElements = vertexDecl->getMissingElements(shaderDecl);
  135. StringStream wrnStream;
  136. wrnStream << "Provided mesh is missing required vertex attributes to render with the provided shader. Missing elements: " << std::endl;
  137. for (auto& entry : missingElements)
  138. wrnStream << "\t" << toString(entry.getSemantic()) << entry.getSemanticIdx() << std::endl;
  139. LOGWRN(wrnStream.str());
  140. break;
  141. }
  142. }
  143. }
  144. // If no material use the default material
  145. if (renElement.material == nullptr)
  146. renElement.material = mDefaultMaterial->getMaterial();
  147. auto iterFind = mSamplerOverrides.find(renElement.material);
  148. if (iterFind != mSamplerOverrides.end())
  149. {
  150. renElement.samplerOverrides = iterFind->second;
  151. iterFind->second->refCount++;
  152. }
  153. else
  154. {
  155. MaterialSamplerOverrides* samplerOverrides = SamplerOverrideUtility::generateSamplerOverrides(renElement.material, mCoreOptions);
  156. mSamplerOverrides[renElement.material] = samplerOverrides;
  157. renElement.samplerOverrides = samplerOverrides;
  158. samplerOverrides->refCount++;
  159. }
  160. if (renderableData.controller != nullptr)
  161. renderableData.controller->initializeRenderElem(renElement);
  162. }
  163. }
  164. }
  165. void RenderBeast::_notifyRenderableRemoved(RenderableCore* renderable)
  166. {
  167. UINT32 renderableId = renderable->getRendererId();
  168. RenderableCore* lastRenerable = mRenderables.back().renderable;
  169. UINT32 lastRenderableId = lastRenerable->getRendererId();
  170. Vector<BeastRenderableElement>& elements = mRenderables[renderableId].elements;
  171. for (auto& element : elements)
  172. {
  173. auto iterFind = mSamplerOverrides.find(element.material);
  174. assert(iterFind != mSamplerOverrides.end());
  175. MaterialSamplerOverrides* samplerOverrides = iterFind->second;
  176. samplerOverrides->refCount--;
  177. if (samplerOverrides->refCount == 0)
  178. {
  179. SamplerOverrideUtility::destroySamplerOverrides(samplerOverrides);
  180. mSamplerOverrides.erase(iterFind);
  181. }
  182. element.samplerOverrides = nullptr;
  183. }
  184. if (renderableId != lastRenderableId)
  185. {
  186. // Swap current last element with the one we want to erase
  187. std::swap(mRenderables[renderableId], mRenderables[lastRenderableId]);
  188. std::swap(mWorldBounds[renderableId], mWorldBounds[lastRenderableId]);
  189. std::swap(mRenderableShaderData[renderableId], mRenderableShaderData[lastRenderableId]);
  190. lastRenerable->setRendererId(renderableId);
  191. Vector<BeastRenderableElement>& lastRenderableElements = mRenderables[renderableId].elements;
  192. for (auto& element : elements)
  193. element.renderableId = renderableId;
  194. }
  195. // Last element is the one we want to erase
  196. mRenderables.erase(mRenderables.end() - 1);
  197. mWorldBounds.erase(mWorldBounds.end() - 1);
  198. mRenderableShaderData.erase(mRenderableShaderData.end() - 1);
  199. }
  200. void RenderBeast::_notifyRenderableUpdated(RenderableCore* renderable)
  201. {
  202. UINT32 renderableId = renderable->getRendererId();
  203. RenderableShaderData& shaderData = mRenderableShaderData[renderableId];
  204. shaderData.worldTransform = renderable->getTransform();
  205. shaderData.invWorldTransform = shaderData.worldTransform.inverseAffine();
  206. shaderData.worldNoScaleTransform = renderable->getTransformNoScale();
  207. shaderData.invWorldNoScaleTransform = shaderData.worldNoScaleTransform.inverseAffine();
  208. shaderData.worldDeterminantSign = shaderData.worldTransform.determinant3x3() >= 0.0f ? 1.0f : -1.0f;
  209. mWorldBounds[renderableId] = renderable->getBounds();
  210. }
  211. void RenderBeast::_notifyLightAdded(LightCore* light)
  212. {
  213. if (light->getType() == LightType::Directional)
  214. {
  215. if (mDummyDirLight != nullptr && mDummyDirLight.get() != light)
  216. mDummyDirLight->setIsActive(false);
  217. UINT32 lightId = (UINT32)mDirectionalLights.size();
  218. light->setRendererId(lightId);
  219. mDirectionalLights.push_back(LightData());
  220. LightData& lightData = mDirectionalLights.back();
  221. lightData.internal = light;
  222. }
  223. else
  224. {
  225. UINT32 lightId = (UINT32)mPointLights.size();
  226. light->setRendererId(lightId);
  227. mPointLights.push_back(LightData());
  228. mLightWorldBounds.push_back(light->getBounds());
  229. LightData& lightData = mPointLights.back();
  230. lightData.internal = light;
  231. }
  232. }
  233. void RenderBeast::_notifyLightUpdated(LightCore* light)
  234. {
  235. UINT32 lightId = light->getRendererId();
  236. if (light->getType() != LightType::Directional)
  237. mLightWorldBounds[lightId] = light->getBounds();
  238. }
  239. void RenderBeast::_notifyLightRemoved(LightCore* light)
  240. {
  241. UINT32 lightId = light->getRendererId();
  242. if (light->getType() == LightType::Directional)
  243. {
  244. LightCore* lastLight = mDirectionalLights.back().internal;
  245. UINT32 lastLightId = lastLight->getRendererId();
  246. if (lightId != lastLightId)
  247. {
  248. // Swap current last element with the one we want to erase
  249. std::swap(mDirectionalLights[lightId], mDirectionalLights[lastLightId]);
  250. lastLight->setRendererId(lightId);
  251. }
  252. // Last element is the one we want to erase
  253. mDirectionalLights.erase(mDirectionalLights.end() - 1);
  254. }
  255. else
  256. {
  257. LightCore* lastLight = mPointLights.back().internal;
  258. UINT32 lastLightId = lastLight->getRendererId();
  259. if (lightId != lastLightId)
  260. {
  261. // Swap current last element with the one we want to erase
  262. std::swap(mPointLights[lightId], mPointLights[lastLightId]);
  263. std::swap(mLightWorldBounds[lightId], mLightWorldBounds[lastLightId]);
  264. lastLight->setRendererId(lightId);
  265. }
  266. // Last element is the one we want to erase
  267. mPointLights.erase(mPointLights.end() - 1);
  268. mLightWorldBounds.erase(mLightWorldBounds.end() - 1);
  269. }
  270. UINT32 numDirLights = (UINT32)mDirectionalLights.size();
  271. if (numDirLights == 0 && mDummyDirLight != nullptr) // Enable dummy light because otherwise nothing will get rendered in unlit areas
  272. mDummyDirLight->setIsActive(true);
  273. }
  274. void RenderBeast::_notifyCameraAdded(const CameraCore* camera)
  275. {
  276. SPtr<RenderTargetCore> renderTarget = camera->getViewport()->getTarget();
  277. if (renderTarget == nullptr)
  278. return;
  279. CameraData& camData = mCameraData[camera];
  280. camData.opaqueQueue = bs_shared_ptr_new<RenderQueue>(mCoreOptions->stateReductionMode);
  281. StateReduction transparentStateReduction = mCoreOptions->stateReductionMode;
  282. if (transparentStateReduction == StateReduction::Material)
  283. transparentStateReduction = StateReduction::Distance; // Transparent object MUST be sorted by distance
  284. camData.transparentQueue = bs_shared_ptr_new<RenderQueue>(transparentStateReduction);
  285. // Register in render target list
  286. auto findIter = std::find_if(mRenderTargets.begin(), mRenderTargets.end(),
  287. [&](const RenderTargetData& x) { return x.target == renderTarget; });
  288. if (findIter != mRenderTargets.end())
  289. {
  290. findIter->cameras.push_back(camera);
  291. }
  292. else
  293. {
  294. mRenderTargets.push_back(RenderTargetData());
  295. RenderTargetData& renderTargetData = mRenderTargets.back();
  296. renderTargetData.target = renderTarget;
  297. renderTargetData.cameras.push_back(camera);
  298. }
  299. // Sort render targets based on priority
  300. auto cameraComparer = [&](const CameraCore* a, const CameraCore* b) { return a->getPriority() > b->getPriority(); };
  301. auto renderTargetInfoComparer = [&](const RenderTargetData& a, const RenderTargetData& b)
  302. { return a.target->getProperties().getPriority() > b.target->getProperties().getPriority(); };
  303. std::sort(begin(mRenderTargets), end(mRenderTargets), renderTargetInfoComparer);
  304. for (auto& camerasPerTarget : mRenderTargets)
  305. {
  306. Vector<const CameraCore*>& cameras = camerasPerTarget.cameras;
  307. std::sort(begin(cameras), end(cameras), cameraComparer);
  308. }
  309. }
  310. void RenderBeast::_notifyCameraRemoved(const CameraCore* camera)
  311. {
  312. mCameraData.erase(camera);
  313. // Remove from render target list
  314. for (auto iterTarget = mRenderTargets.begin(); iterTarget != mRenderTargets.end(); ++iterTarget)
  315. {
  316. RenderTargetData& target = *iterTarget;
  317. for (auto iterCam = target.cameras.begin(); iterCam != target.cameras.end(); ++iterCam)
  318. {
  319. if (camera == *iterCam)
  320. {
  321. target.cameras.erase(iterCam);
  322. break;
  323. }
  324. }
  325. if (target.cameras.empty())
  326. {
  327. mRenderTargets.erase(iterTarget);
  328. break;
  329. }
  330. }
  331. }
  332. void RenderBeast::setOptions(const SPtr<CoreRendererOptions>& options)
  333. {
  334. mOptions = std::static_pointer_cast<RenderBeastOptions>(options);
  335. mOptionsDirty = true;
  336. }
  337. SPtr<CoreRendererOptions> RenderBeast::getOptions() const
  338. {
  339. return mOptions;
  340. }
  341. void RenderBeast::renderAll()
  342. {
  343. // Sync all dirty sim thread CoreObject data to core thread
  344. CoreObjectManager::instance().syncToCore(gCoreAccessor());
  345. if (mOptionsDirty)
  346. {
  347. gCoreAccessor().queueCommand(std::bind(&RenderBeast::syncRenderOptions, this, *mOptions));
  348. mOptionsDirty = false;
  349. }
  350. gCoreAccessor().queueCommand(std::bind(&RenderBeast::renderAllCore, this, gTime().getTime()));
  351. }
  352. void RenderBeast::syncRenderOptions(const RenderBeastOptions& options)
  353. {
  354. bool filteringChanged = mCoreOptions->filtering != options.filtering;
  355. if (options.filtering == RenderBeastFiltering::Anisotropic)
  356. filteringChanged |= mCoreOptions->anisotropyMax != options.anisotropyMax;
  357. if (filteringChanged)
  358. refreshSamplerOverrides(true);
  359. *mCoreOptions = options;
  360. for (auto& cameraData : mCameraData)
  361. {
  362. cameraData.second.opaqueQueue->setStateReduction(mCoreOptions->stateReductionMode);
  363. StateReduction transparentStateReduction = mCoreOptions->stateReductionMode;
  364. if (transparentStateReduction == StateReduction::Material)
  365. transparentStateReduction = StateReduction::Distance; // Transparent object MUST be sorted by distance
  366. cameraData.second.transparentQueue->setStateReduction(transparentStateReduction);
  367. }
  368. }
  369. void RenderBeast::renderAllCore(float time)
  370. {
  371. THROW_IF_NOT_CORE_THREAD;
  372. gProfilerCPU().beginSample("renderAllCore");
  373. // Note: I'm iterating over all sampler states every frame. If this ends up being a performance
  374. // issue consider handling this internally in MaterialCore which can only do it when sampler states
  375. // are actually modified after sync
  376. refreshSamplerOverrides();
  377. // Update global per-frame hardware buffers
  378. mStaticHandler->updatePerFrameBuffers(time);
  379. // Generate render queues per camera
  380. for (auto& cameraData : mCameraData)
  381. {
  382. const CameraCore* camera = cameraData.first;
  383. determineVisible(*camera);
  384. }
  385. // Render everything, target by target
  386. for (auto& renderTargetData : mRenderTargets)
  387. {
  388. SPtr<RenderTargetCore> target = renderTargetData.target;
  389. Vector<const CameraCore*>& cameras = renderTargetData.cameras;
  390. RenderAPICore::instance().beginFrame();
  391. UINT32 numCameras = (UINT32)cameras.size();
  392. for (UINT32 i = 0; i < numCameras; i++)
  393. render(renderTargetData, i);
  394. RenderAPICore::instance().endFrame();
  395. RenderAPICore::instance().swapBuffers(target);
  396. }
  397. gProfilerCPU().endSample("renderAllCore");
  398. }
  399. void RenderBeast::render(RenderTargetData& rtData, UINT32 camIdx)
  400. {
  401. gProfilerCPU().beginSample("Render");
  402. const CameraCore* camera = rtData.cameras[camIdx];
  403. CameraData& camData = mCameraData[camera];
  404. SPtr<ViewportCore> viewport = camera->getViewport();
  405. CameraShaderData cameraShaderData = getCameraShaderData(*camera);
  406. mStaticHandler->updatePerCameraBuffers(cameraShaderData);
  407. // Render scene objects to g-buffer
  408. bool hasGBuffer = ((UINT32)camera->getFlags() & (UINT32)CameraFlags::Overlay) == 0;
  409. if (hasGBuffer)
  410. {
  411. bool createGBuffer = camData.gbuffer == nullptr ||
  412. camData.gbuffer->getHDR() != mCoreOptions->hdr ||
  413. camData.gbuffer->getNumSamples() != mCoreOptions->msaa;
  414. if (createGBuffer)
  415. camData.gbuffer = RenderTargets::create(viewport, mCoreOptions->hdr, mCoreOptions->msaa);
  416. camData.gbuffer->allocate();
  417. camData.gbuffer->bind();
  418. UINT32 clearBuffers = FBT_COLOR | FBT_DEPTH | FBT_STENCIL;
  419. RenderAPICore::instance().clearViewport(clearBuffers, Color::ZERO, 1.0f, 0);
  420. const Vector<RenderQueueElement>& opaqueElements = camData.opaqueQueue->getSortedElements();
  421. for (auto iter = opaqueElements.begin(); iter != opaqueElements.end(); ++iter)
  422. {
  423. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  424. SPtr<MaterialCore> material = renderElem->material;
  425. UINT32 rendererId = renderElem->renderableId;
  426. Matrix4 worldViewProjMatrix = cameraShaderData.viewProj * mRenderableShaderData[rendererId].worldTransform;
  427. mStaticHandler->updatePerObjectBuffers(*renderElem, mRenderableShaderData[rendererId], worldViewProjMatrix);
  428. mStaticHandler->bindGlobalBuffers(*renderElem); // Note: If I can keep global buffer slot indexes the same between shaders I could only bind these once
  429. mStaticHandler->bindPerObjectBuffers(*renderElem);
  430. if (iter->applyPass)
  431. {
  432. SPtr<PassCore> pass = material->getPass(iter->passIdx);
  433. setPass(pass);
  434. }
  435. SPtr<PassParametersCore> passParams = material->getPassParameters(iter->passIdx);
  436. if (renderElem->samplerOverrides != nullptr)
  437. setPassParams(passParams, &renderElem->samplerOverrides->passes[iter->passIdx]);
  438. else
  439. setPassParams(passParams, nullptr);
  440. gRendererUtility().draw(iter->renderElem->mesh, iter->renderElem->subMesh);
  441. }
  442. camData.gbuffer->release();
  443. }
  444. else
  445. camData.gbuffer = nullptr;
  446. // Prepare final render target
  447. SPtr<RenderTargetCore> target = rtData.target;
  448. RenderAPICore::instance().setRenderTarget(target);
  449. RenderAPICore::instance().setViewport(viewport->getNormArea());
  450. // If first camera in render target, prepare the render target
  451. if (camIdx == 0)
  452. {
  453. UINT32 clearBuffers = 0;
  454. if (viewport->getRequiresColorClear())
  455. clearBuffers |= FBT_COLOR;
  456. if (viewport->getRequiresDepthClear())
  457. clearBuffers |= FBT_DEPTH;
  458. if (viewport->getRequiresStencilClear())
  459. clearBuffers |= FBT_STENCIL;
  460. if (clearBuffers != 0)
  461. RenderAPICore::instance().clearViewport(clearBuffers, viewport->getClearColor(), viewport->getClearDepthValue(), viewport->getClearStencilValue());
  462. }
  463. // Trigger pre-scene callbacks
  464. auto iterCameraCallbacks = mRenderCallbacks.find(camera);
  465. if (iterCameraCallbacks != mRenderCallbacks.end())
  466. {
  467. for (auto& callbackPair : iterCameraCallbacks->second)
  468. {
  469. const RenderCallbackData& callbackData = callbackPair.second;
  470. if (callbackData.overlay || callbackPair.first >= 0)
  471. break;
  472. callbackData.callback();
  473. }
  474. }
  475. // Render lights and resolve gbuffer if there is one
  476. if (hasGBuffer)
  477. {
  478. // TODO - Need to handle a case when GBuffer has MSAA but scene target has not
  479. UINT32 numLights = (UINT32)(mDirectionalLights.size() + mPointLights.size());
  480. SPtr<MaterialCore> dirMaterial = mDirLightMat->getMaterial();
  481. SPtr<PassCore> dirPass = dirMaterial->getPass(0);
  482. setPass(dirPass);
  483. mDirLightMat->setGBuffer(camData.gbuffer);
  484. for (auto& light : mDirectionalLights)
  485. {
  486. if (!light.internal->getIsActive())
  487. continue;
  488. mDirLightMat->setParameters(light.internal);
  489. // TODO - Bind parameters to the pipeline manually as I don't need to re-bind gbuffer textures for every light
  490. setPassParams(dirMaterial->getPassParameters(0), nullptr);
  491. gRendererUtility().drawScreenQuad(*viewport);
  492. }
  493. SPtr<MaterialCore> pointMaterial = mPointLightMat->getMaterial();
  494. SPtr<PassCore> pointPass = pointMaterial->getPass(0);
  495. setPass(pointPass);
  496. mPointLightMat->setGBuffer(camData.gbuffer);
  497. // TODO - Cull lights based on visibility, right now I just iterate over all of them.
  498. for (auto& light : mPointLights)
  499. {
  500. if (!light.internal->getIsActive())
  501. continue;
  502. mPointLightMat->setParameters(light.internal);
  503. // TODO - Bind parameters to the pipeline manually as I don't need to re-bind gbuffer textures for every light
  504. setPassParams(dirMaterial->getPassParameters(0), nullptr);
  505. SPtr<MeshCore> mesh = light.internal->getMesh();
  506. gRendererUtility().draw(mesh, mesh->getProperties().getSubMesh(0));
  507. }
  508. // TODO - Resolve to render target if it was MSAA (Later: Manual resolve during deferred light pass?)
  509. }
  510. // Render transparent objects (TODO - No lighting yet)
  511. const Vector<RenderQueueElement>& transparentElements = camData.transparentQueue->getSortedElements();
  512. for (auto iter = transparentElements.begin(); iter != transparentElements.end(); ++iter)
  513. {
  514. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  515. SPtr<MaterialCore> material = renderElem->material;
  516. UINT32 rendererId = renderElem->renderableId;
  517. Matrix4 worldViewProjMatrix = cameraShaderData.viewProj * mRenderableShaderData[rendererId].worldTransform;
  518. mStaticHandler->updatePerObjectBuffers(*renderElem, mRenderableShaderData[rendererId], worldViewProjMatrix);
  519. mStaticHandler->bindGlobalBuffers(*renderElem); // Note: If I can keep global buffer slot indexes the same between shaders I could only bind these once
  520. mStaticHandler->bindPerObjectBuffers(*renderElem);
  521. if (iter->applyPass)
  522. {
  523. SPtr<PassCore> pass = material->getPass(iter->passIdx);
  524. setPass(pass);
  525. }
  526. SPtr<PassParametersCore> passParams = material->getPassParameters(iter->passIdx);
  527. if (renderElem->samplerOverrides != nullptr)
  528. setPassParams(passParams, &renderElem->samplerOverrides->passes[iter->passIdx]);
  529. else
  530. setPassParams(passParams, nullptr);
  531. gRendererUtility().draw(iter->renderElem->mesh, iter->renderElem->subMesh);
  532. }
  533. camData.opaqueQueue->clear();
  534. camData.transparentQueue->clear();
  535. // Render non-overlay post-scene callbacks
  536. if (iterCameraCallbacks != mRenderCallbacks.end())
  537. {
  538. for (auto& callbackPair : iterCameraCallbacks->second)
  539. {
  540. const RenderCallbackData& callbackData = callbackPair.second;
  541. if (callbackData.overlay || callbackPair.first < 0)
  542. break;
  543. callbackData.callback();
  544. }
  545. }
  546. // Render overlay post-scene callbacks
  547. if (iterCameraCallbacks != mRenderCallbacks.end())
  548. {
  549. for (auto& callbackPair : iterCameraCallbacks->second)
  550. {
  551. const RenderCallbackData& callbackData = callbackPair.second;
  552. if (!callbackData.overlay)
  553. break;
  554. callbackData.callback();
  555. }
  556. }
  557. gProfilerCPU().endSample("Render");
  558. }
  559. void RenderBeast::determineVisible(const CameraCore& camera)
  560. {
  561. CameraData& cameraData = mCameraData[&camera];
  562. UINT64 cameraLayers = camera.getLayers();
  563. ConvexVolume worldFrustum = camera.getWorldFrustum();
  564. // Update per-object param buffers and queue render elements
  565. for (auto& renderableData : mRenderables)
  566. {
  567. RenderableCore* renderable = renderableData.renderable;
  568. RenderableHandler* controller = renderableData.controller;
  569. UINT32 renderableType = renderable->getRenderableType();
  570. UINT32 rendererId = renderable->getRendererId();
  571. if ((renderable->getLayer() & cameraLayers) == 0)
  572. continue;
  573. // Do frustum culling
  574. // TODO - This is bound to be a bottleneck at some point. When it is ensure that intersect
  575. // methods use vector operations, as it is trivial to update them.
  576. const Sphere& boundingSphere = mWorldBounds[rendererId].getSphere();
  577. if (worldFrustum.intersects(boundingSphere))
  578. {
  579. // More precise with the box
  580. const AABox& boundingBox = mWorldBounds[rendererId].getBox();
  581. if (worldFrustum.intersects(boundingBox))
  582. {
  583. float distanceToCamera = (camera.getPosition() - boundingBox.getCenter()).length();
  584. for (auto& renderElem : renderableData.elements)
  585. {
  586. bool isTransparent = (renderElem.material->getShader()->getFlags() & (UINT32)ShaderFlags::Transparent) != 0;
  587. if (isTransparent)
  588. cameraData.transparentQueue->add(&renderElem, distanceToCamera);
  589. else
  590. cameraData.opaqueQueue->add(&renderElem, distanceToCamera);
  591. }
  592. }
  593. }
  594. }
  595. cameraData.opaqueQueue->sort();
  596. cameraData.transparentQueue->sort();
  597. }
  598. Vector2 RenderBeast::getDeviceZTransform(const Matrix4& projMatrix)
  599. {
  600. Vector2 output;
  601. output.x = 1.0f / projMatrix[2][2];
  602. output.y = projMatrix[2][3] / projMatrix[2][2];
  603. return output;
  604. }
  605. CameraShaderData RenderBeast::getCameraShaderData(const CameraCore& camera)
  606. {
  607. CameraShaderData data;
  608. data.proj = camera.getProjectionMatrixRS();
  609. data.view = camera.getViewMatrix();
  610. data.viewProj = data.proj * data.view;
  611. data.invProj = data.proj.inverse();
  612. data.viewDir = camera.getForward();
  613. data.viewOrigin = camera.getPosition();
  614. data.deviceZToWorldZ = getDeviceZTransform(data.proj);
  615. SPtr<ViewportCore> viewport = camera.getViewport();
  616. SPtr<RenderTargetCore> rt = viewport->getTarget();
  617. float halfWidth = viewport->getWidth() / 2.0f;
  618. float halfHeight = viewport->getHeight() / 2.0f;
  619. float rtWidth = (float)rt->getProperties().getWidth();
  620. float rtHeight = (float)rt->getProperties().getHeight();
  621. RenderAPICore& rapi = RenderAPICore::instance();
  622. data.clipToUVScaleOffset.x = (halfWidth / 2.0f) / rtWidth;
  623. data.clipToUVScaleOffset.y = (halfHeight / 2.0f) / rtHeight;
  624. data.clipToUVScaleOffset.z = (viewport->getX() + halfWidth + rapi.getHorizontalTexelOffset()) / rtWidth;
  625. data.clipToUVScaleOffset.w = (viewport->getY() + halfHeight + rapi.getHorizontalTexelOffset()) / rtHeight;
  626. return data;
  627. }
  628. void RenderBeast::refreshSamplerOverrides(bool force)
  629. {
  630. for (auto& entry : mSamplerOverrides)
  631. {
  632. SPtr<MaterialCore> material = entry.first;
  633. if (force)
  634. {
  635. SamplerOverrideUtility::destroySamplerOverrides(entry.second);
  636. entry.second = SamplerOverrideUtility::generateSamplerOverrides(material, mCoreOptions);
  637. }
  638. else
  639. {
  640. MaterialSamplerOverrides* materialOverrides = entry.second;
  641. UINT32 numPasses = material->getNumPasses();
  642. assert(numPasses == materialOverrides->numPasses);
  643. for (UINT32 i = 0; i < numPasses; i++)
  644. {
  645. SPtr<PassParametersCore> passParams = material->getPassParameters(i);
  646. PassSamplerOverrides& passOverrides = materialOverrides->passes[i];
  647. for (UINT32 j = 0; j < PassParametersCore::NUM_PARAMS; j++)
  648. {
  649. StageSamplerOverrides& stageOverrides = passOverrides.stages[j];
  650. SPtr<GpuParamsCore> params = passParams->getParamByIdx(j);
  651. if (params == nullptr)
  652. continue;
  653. const GpuParamDesc& paramDesc = params->getParamDesc();
  654. for (auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  655. {
  656. UINT32 slot = iter->second.slot;
  657. SPtr<SamplerStateCore> samplerState = params->getSamplerState(slot);
  658. assert(stageOverrides.numStates > slot);
  659. if (samplerState != stageOverrides.stateOverrides[slot])
  660. {
  661. if (samplerState != nullptr)
  662. stageOverrides.stateOverrides[slot] = SamplerOverrideUtility::generateSamplerOverride(samplerState, mCoreOptions);
  663. else
  664. stageOverrides.stateOverrides[slot] = SamplerOverrideUtility::generateSamplerOverride(SamplerStateCore::getDefault(), mCoreOptions);;
  665. }
  666. }
  667. }
  668. }
  669. }
  670. }
  671. }
  672. void RenderBeast::setPass(const SPtr<PassCore>& pass)
  673. {
  674. THROW_IF_NOT_CORE_THREAD;
  675. RenderAPICore& rs = RenderAPICore::instance();
  676. struct StageData
  677. {
  678. GpuProgramType type;
  679. bool enable;
  680. SPtr<GpuProgramCore> program;
  681. };
  682. const UINT32 numStages = 6;
  683. StageData stages[numStages] =
  684. {
  685. { GPT_VERTEX_PROGRAM, pass->hasVertexProgram(), pass->getVertexProgram() },
  686. { GPT_FRAGMENT_PROGRAM, pass->hasFragmentProgram(), pass->getFragmentProgram() },
  687. { GPT_GEOMETRY_PROGRAM, pass->hasGeometryProgram(), pass->getGeometryProgram() },
  688. { GPT_HULL_PROGRAM, pass->hasHullProgram(), pass->getHullProgram() },
  689. { GPT_DOMAIN_PROGRAM, pass->hasDomainProgram(), pass->getDomainProgram() },
  690. { GPT_COMPUTE_PROGRAM, pass->hasComputeProgram(), pass->getComputeProgram() }
  691. };
  692. for (UINT32 i = 0; i < numStages; i++)
  693. {
  694. const StageData& stage = stages[i];
  695. if (stage.enable)
  696. rs.bindGpuProgram(stage.program);
  697. else
  698. rs.unbindGpuProgram(stage.type);
  699. }
  700. // Set up non-texture related pass settings
  701. if (pass->getBlendState() != nullptr)
  702. rs.setBlendState(pass->getBlendState());
  703. else
  704. rs.setBlendState(BlendStateCore::getDefault());
  705. if (pass->getDepthStencilState() != nullptr)
  706. rs.setDepthStencilState(pass->getDepthStencilState(), pass->getStencilRefValue());
  707. else
  708. rs.setDepthStencilState(DepthStencilStateCore::getDefault(), pass->getStencilRefValue());
  709. if (pass->getRasterizerState() != nullptr)
  710. rs.setRasterizerState(pass->getRasterizerState());
  711. else
  712. rs.setRasterizerState(RasterizerStateCore::getDefault());
  713. }
  714. void RenderBeast::setPassParams(const SPtr<PassParametersCore>& passParams, const PassSamplerOverrides* samplerOverrides)
  715. {
  716. THROW_IF_NOT_CORE_THREAD;
  717. RenderAPICore& rs = RenderAPICore::instance();
  718. struct StageData
  719. {
  720. GpuProgramType type;
  721. SPtr<GpuParamsCore> params;
  722. };
  723. const UINT32 numStages = 6;
  724. StageData stages[numStages] =
  725. {
  726. { GPT_VERTEX_PROGRAM, passParams->mVertParams },
  727. { GPT_FRAGMENT_PROGRAM, passParams->mFragParams },
  728. { GPT_GEOMETRY_PROGRAM, passParams->mGeomParams },
  729. { GPT_HULL_PROGRAM, passParams->mHullParams },
  730. { GPT_DOMAIN_PROGRAM, passParams->mDomainParams },
  731. { GPT_COMPUTE_PROGRAM, passParams->mComputeParams }
  732. };
  733. for (UINT32 i = 0; i < numStages; i++)
  734. {
  735. const StageData& stage = stages[i];
  736. SPtr<GpuParamsCore> params = stage.params;
  737. if (params == nullptr)
  738. continue;
  739. const GpuParamDesc& paramDesc = params->getParamDesc();
  740. for (auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  741. {
  742. SPtr<SamplerStateCore> samplerState;
  743. if (samplerOverrides != nullptr)
  744. samplerState = samplerOverrides->stages[i].stateOverrides[iter->second.slot];
  745. else
  746. samplerState = params->getSamplerState(iter->second.slot);
  747. if (samplerState == nullptr)
  748. rs.setSamplerState(stage.type, iter->second.slot, SamplerStateCore::getDefault());
  749. else
  750. rs.setSamplerState(stage.type, iter->second.slot, samplerState);
  751. }
  752. for (auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
  753. {
  754. SPtr<TextureCore> texture = params->getTexture(iter->second.slot);
  755. if (!params->isLoadStoreTexture(iter->second.slot))
  756. {
  757. if (texture == nullptr)
  758. rs.setTexture(stage.type, iter->second.slot, false, nullptr);
  759. else
  760. rs.setTexture(stage.type, iter->second.slot, true, texture);
  761. }
  762. else
  763. {
  764. const TextureSurface& surface = params->getLoadStoreSurface(iter->second.slot);
  765. if (texture == nullptr)
  766. rs.setLoadStoreTexture(stage.type, iter->second.slot, false, nullptr, surface);
  767. else
  768. rs.setLoadStoreTexture(stage.type, iter->second.slot, true, texture, surface);
  769. }
  770. }
  771. rs.setConstantBuffers(stage.type, params);
  772. }
  773. }
  774. }