BsRenderBeast.cpp 34 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), mDefaultNoNormalMaterial(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. CoreThread::instance().queueCommand(std::bind(&RenderBeast::initializeCore, this));
  54. }
  55. void RenderBeast::destroy()
  56. {
  57. CoreRenderer::destroy();
  58. gCoreAccessor().queueCommand(std::bind(&RenderBeast::destroyCore, this));
  59. gCoreAccessor().submitToCoreThread(true);
  60. }
  61. void RenderBeast::initializeCore()
  62. {
  63. RendererUtility::startUp();
  64. mCoreOptions = bs_shared_ptr_new<RenderBeastOptions>();
  65. mStaticHandler = bs_new<StaticRenderableHandler>();
  66. mDefaultMaterial = bs_new<DefaultMaterial>();
  67. mDefaultNoNormalMaterial = bs_new<DefaultMaterialNoNormal>();
  68. mPointLightMat = bs_new<PointLightMat>();
  69. mDirLightMat = bs_new<DirectionalLightMat>();
  70. RenderTexturePool::startUp();
  71. }
  72. void RenderBeast::destroyCore()
  73. {
  74. if (mStaticHandler != nullptr)
  75. bs_delete(mStaticHandler);
  76. mRenderTargets.clear();
  77. mCameraData.clear();
  78. mRenderables.clear();
  79. RenderTexturePool::shutDown();
  80. bs_delete(mDefaultMaterial);
  81. bs_delete(mDefaultNoNormalMaterial);
  82. bs_delete(mPointLightMat);
  83. bs_delete(mDirLightMat);
  84. RendererUtility::shutDown();
  85. assert(mSamplerOverrides.empty());
  86. }
  87. void RenderBeast::_notifyRenderableAdded(RenderableCore* renderable)
  88. {
  89. UINT32 renderableId = (UINT32)mRenderables.size();
  90. renderable->setRendererId(renderableId);
  91. mRenderables.push_back(RenderableData());
  92. mRenderableShaderData.push_back(RenderableShaderData());
  93. mWorldBounds.push_back(renderable->getBounds());
  94. RenderableData& renderableData = mRenderables.back();
  95. renderableData.renderable = renderable;
  96. RenderableShaderData& shaderData = mRenderableShaderData.back();
  97. shaderData.worldTransform = renderable->getTransform();
  98. shaderData.invWorldTransform = shaderData.worldTransform.inverseAffine();
  99. shaderData.worldNoScaleTransform = renderable->getTransformNoScale();
  100. shaderData.invWorldNoScaleTransform = shaderData.worldNoScaleTransform.inverseAffine();
  101. shaderData.worldDeterminantSign = shaderData.worldTransform.determinant3x3() >= 0.0f ? 1.0f : -1.0f;
  102. if (renderable->getRenderableType() == RenType_LitTextured)
  103. renderableData.controller = mStaticHandler;
  104. else
  105. renderableData.controller = nullptr;
  106. SPtr<MeshCore> mesh = renderable->getMesh();
  107. if (mesh != nullptr)
  108. {
  109. const MeshProperties& meshProps = mesh->getProperties();
  110. SPtr<VertexDeclarationCore> vertexDecl = mesh->getVertexData()->vertexDeclaration;
  111. for (UINT32 i = 0; i < meshProps.getNumSubMeshes(); i++)
  112. {
  113. renderableData.elements.push_back(BeastRenderableElement());
  114. BeastRenderableElement& renElement = renderableData.elements.back();
  115. renElement.mesh = mesh;
  116. renElement.subMesh = meshProps.getSubMesh(i);
  117. renElement.renderableId = renderableId;
  118. renElement.material = renderable->getMaterial(i);
  119. if (renElement.material == nullptr)
  120. renElement.material = renderable->getMaterial(0);
  121. // Validate mesh <-> shader vertex bindings
  122. if (renElement.material != nullptr)
  123. {
  124. UINT32 numPasses = renElement.material->getNumPasses();
  125. for (UINT32 j = 0; j < numPasses; j++)
  126. {
  127. SPtr<PassCore> pass = renElement.material->getPass(j);
  128. SPtr<VertexDeclarationCore> shaderDecl = pass->getVertexProgram()->getInputDeclaration();
  129. if (!vertexDecl->isCompatible(shaderDecl))
  130. {
  131. renElement.material = nullptr;
  132. Vector<VertexElement> missingElements = vertexDecl->getMissingElements(shaderDecl);
  133. StringStream wrnStream;
  134. wrnStream << "Provided mesh is missing required vertex attributes to render with the provided shader. Missing elements: " << std::endl;
  135. for (auto& entry : missingElements)
  136. wrnStream << "\t" << toString(entry.getSemantic()) << entry.getSemanticIdx() << std::endl;
  137. LOGWRN(wrnStream.str());
  138. break;
  139. }
  140. }
  141. }
  142. // If no material use the default material (two separate versions one depending if mesh has normals or not)
  143. if (renElement.material == nullptr)
  144. {
  145. SPtr<VertexData> vertexData = mesh->getVertexData();
  146. const VertexDeclarationProperties& vertexProps = vertexData->vertexDeclaration->getProperties();
  147. if (vertexProps.findElementBySemantic(VES_NORMAL))
  148. renElement.material = mDefaultMaterial->getMaterial();
  149. else
  150. renElement.material = mDefaultNoNormalMaterial->getMaterial();
  151. }
  152. auto iterFind = mSamplerOverrides.find(renElement.material);
  153. if (iterFind != mSamplerOverrides.end())
  154. {
  155. renElement.samplerOverrides = iterFind->second;
  156. iterFind->second->refCount++;
  157. }
  158. else
  159. {
  160. MaterialSamplerOverrides* samplerOverrides = SamplerOverrideUtility::generateSamplerOverrides(renElement.material, mCoreOptions);
  161. mSamplerOverrides[renElement.material] = samplerOverrides;
  162. renElement.samplerOverrides = samplerOverrides;
  163. samplerOverrides->refCount++;
  164. }
  165. if (renderableData.controller != nullptr)
  166. renderableData.controller->initializeRenderElem(renElement);
  167. }
  168. }
  169. }
  170. void RenderBeast::_notifyRenderableRemoved(RenderableCore* renderable)
  171. {
  172. UINT32 renderableId = renderable->getRendererId();
  173. RenderableCore* lastRenerable = mRenderables.back().renderable;
  174. UINT32 lastRenderableId = lastRenerable->getRendererId();
  175. Vector<BeastRenderableElement>& elements = mRenderables[renderableId].elements;
  176. for (auto& element : elements)
  177. {
  178. auto iterFind = mSamplerOverrides.find(element.material);
  179. assert(iterFind != mSamplerOverrides.end());
  180. MaterialSamplerOverrides* samplerOverrides = iterFind->second;
  181. samplerOverrides->refCount--;
  182. if (samplerOverrides->refCount == 0)
  183. {
  184. SamplerOverrideUtility::destroySamplerOverrides(samplerOverrides);
  185. mSamplerOverrides.erase(iterFind);
  186. }
  187. element.samplerOverrides = nullptr;
  188. }
  189. if (renderableId != lastRenderableId)
  190. {
  191. // Swap current last element with the one we want to erase
  192. std::swap(mRenderables[renderableId], mRenderables[lastRenderableId]);
  193. std::swap(mWorldBounds[renderableId], mWorldBounds[lastRenderableId]);
  194. std::swap(mRenderableShaderData[renderableId], mRenderableShaderData[lastRenderableId]);
  195. lastRenerable->setRendererId(renderableId);
  196. Vector<BeastRenderableElement>& lastRenderableElements = mRenderables[renderableId].elements;
  197. for (auto& element : elements)
  198. element.renderableId = renderableId;
  199. }
  200. // Last element is the one we want to erase
  201. mRenderables.erase(mRenderables.end() - 1);
  202. mWorldBounds.erase(mWorldBounds.end() - 1);
  203. mRenderableShaderData.erase(mRenderableShaderData.end() - 1);
  204. }
  205. void RenderBeast::_notifyRenderableUpdated(RenderableCore* renderable)
  206. {
  207. UINT32 renderableId = renderable->getRendererId();
  208. RenderableShaderData& shaderData = mRenderableShaderData[renderableId];
  209. shaderData.worldTransform = renderable->getTransform();
  210. shaderData.invWorldTransform = shaderData.worldTransform.inverseAffine();
  211. shaderData.worldNoScaleTransform = renderable->getTransformNoScale();
  212. shaderData.invWorldNoScaleTransform = shaderData.worldNoScaleTransform.inverseAffine();
  213. shaderData.worldDeterminantSign = shaderData.worldTransform.determinant3x3() >= 0.0f ? 1.0f : -1.0f;
  214. mWorldBounds[renderableId] = renderable->getBounds();
  215. }
  216. void RenderBeast::_notifyLightAdded(LightCore* light)
  217. {
  218. if (light->getType() == LightType::Directional)
  219. {
  220. UINT32 lightId = (UINT32)mDirectionalLights.size();
  221. light->setRendererId(lightId);
  222. mDirectionalLights.push_back(LightData());
  223. LightData& lightData = mDirectionalLights.back();
  224. lightData.internal = light;
  225. }
  226. else
  227. {
  228. UINT32 lightId = (UINT32)mPointLights.size();
  229. light->setRendererId(lightId);
  230. mPointLights.push_back(LightData());
  231. mLightWorldBounds.push_back(light->getBounds());
  232. LightData& lightData = mPointLights.back();
  233. lightData.internal = light;
  234. }
  235. }
  236. void RenderBeast::_notifyLightUpdated(LightCore* light)
  237. {
  238. UINT32 lightId = light->getRendererId();
  239. if (light->getType() != LightType::Directional)
  240. mLightWorldBounds[lightId] = light->getBounds();
  241. }
  242. void RenderBeast::_notifyLightRemoved(LightCore* light)
  243. {
  244. UINT32 lightId = light->getRendererId();
  245. if (light->getType() == LightType::Directional)
  246. {
  247. LightCore* lastLight = mDirectionalLights.back().internal;
  248. UINT32 lastLightId = lastLight->getRendererId();
  249. if (lightId != lastLightId)
  250. {
  251. // Swap current last element with the one we want to erase
  252. std::swap(mDirectionalLights[lightId], mDirectionalLights[lastLightId]);
  253. lastLight->setRendererId(lightId);
  254. }
  255. // Last element is the one we want to erase
  256. mDirectionalLights.erase(mDirectionalLights.end() - 1);
  257. }
  258. else
  259. {
  260. LightCore* lastLight = mPointLights.back().internal;
  261. UINT32 lastLightId = lastLight->getRendererId();
  262. if (lightId != lastLightId)
  263. {
  264. // Swap current last element with the one we want to erase
  265. std::swap(mPointLights[lightId], mPointLights[lastLightId]);
  266. std::swap(mLightWorldBounds[lightId], mLightWorldBounds[lastLightId]);
  267. lastLight->setRendererId(lightId);
  268. }
  269. // Last element is the one we want to erase
  270. mPointLights.erase(mPointLights.end() - 1);
  271. mLightWorldBounds.erase(mLightWorldBounds.end() - 1);
  272. }
  273. }
  274. void RenderBeast::_notifyCameraAdded(const CameraCore* camera)
  275. {
  276. CameraData& camData = mCameraData[camera];
  277. camData.opaqueQueue = bs_shared_ptr_new<RenderQueue>(mCoreOptions->stateReductionMode);
  278. StateReduction transparentStateReduction = mCoreOptions->stateReductionMode;
  279. if (transparentStateReduction == StateReduction::Material)
  280. transparentStateReduction = StateReduction::Distance; // Transparent object MUST be sorted by distance
  281. camData.transparentQueue = bs_shared_ptr_new<RenderQueue>(transparentStateReduction);
  282. // Register in render target list
  283. SPtr<RenderTargetCore> renderTarget = camera->getViewport()->getTarget();
  284. if (renderTarget == nullptr)
  285. return;
  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. // Note: I'm iterating over all sampler states every frame. If this ends up being a performance
  373. // issue consider handling this internally in MaterialCore which can only do it when sampler states
  374. // are actually modified after sync
  375. refreshSamplerOverrides();
  376. // Update global per-frame hardware buffers
  377. mStaticHandler->updatePerFrameBuffers(time);
  378. // Generate render queues per camera
  379. for (auto& cameraData : mCameraData)
  380. {
  381. const CameraCore* camera = cameraData.first;
  382. determineVisible(*camera);
  383. }
  384. // Render everything, target by target
  385. for (auto& renderTargetData : mRenderTargets)
  386. {
  387. SPtr<RenderTargetCore> target = renderTargetData.target;
  388. Vector<const CameraCore*>& cameras = renderTargetData.cameras;
  389. RenderAPICore::instance().beginFrame();
  390. //UINT32 numCameras = (UINT32)cameras.size();
  391. //for (UINT32 i = 0; i < numCameras; i++)
  392. // render(renderTargetData, i);
  393. // BEGIN OLD STUFF
  394. RenderAPICore::instance().setRenderTarget(target);
  395. for(auto& camera : cameras)
  396. {
  397. SPtr<ViewportCore> viewport = camera->getViewport();
  398. RenderAPICore::instance().setViewport(viewport->getNormArea());
  399. UINT32 clearBuffers = 0;
  400. if(viewport->getRequiresColorClear())
  401. clearBuffers |= FBT_COLOR;
  402. if(viewport->getRequiresDepthClear())
  403. clearBuffers |= FBT_DEPTH;
  404. if(viewport->getRequiresStencilClear())
  405. clearBuffers |= FBT_STENCIL;
  406. if(clearBuffers != 0)
  407. RenderAPICore::instance().clearViewport(clearBuffers, viewport->getClearColor(), viewport->getClearDepthValue(), viewport->getClearStencilValue());
  408. renderOLD(*camera);
  409. }
  410. // END OLD STUFF
  411. RenderAPICore::instance().endFrame();
  412. RenderAPICore::instance().swapBuffers(target);
  413. }
  414. }
  415. void RenderBeast::render(RenderTargetData& rtData, UINT32 camIdx)
  416. {
  417. const CameraCore* camera = rtData.cameras[camIdx];
  418. CameraData& camData = mCameraData[camera];
  419. SPtr<ViewportCore> viewport = camera->getViewport();
  420. CameraShaderData cameraShaderData = getCameraShaderData(*camera);
  421. mStaticHandler->updatePerCameraBuffers(cameraShaderData);
  422. // Render scene objects to g-buffer if there are any
  423. const Vector<RenderQueueElement>& opaqueElements = camData.opaqueQueue->getSortedElements();
  424. bool hasGBuffer = opaqueElements.size() > 0;
  425. if (hasGBuffer)
  426. {
  427. bool createGBuffer = camData.gbuffer == nullptr ||
  428. camData.gbuffer->getHDR() != mCoreOptions->hdr ||
  429. camData.gbuffer->getNumSamples() != mCoreOptions->msaa;
  430. if (createGBuffer)
  431. camData.gbuffer = RenderTargets::create(*viewport, mCoreOptions->hdr, mCoreOptions->msaa);
  432. camData.gbuffer->bind();
  433. UINT32 clearBuffers = FBT_COLOR | FBT_DEPTH | FBT_STENCIL;
  434. RenderAPICore::instance().clearViewport(clearBuffers, Color::ZERO, 0.0f, 0);
  435. for (auto iter = opaqueElements.begin(); iter != opaqueElements.end(); ++iter)
  436. {
  437. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  438. SPtr<MaterialCore> material = renderElem->material;
  439. UINT32 rendererId = renderElem->renderableId;
  440. Matrix4 worldViewProjMatrix = cameraShaderData.viewProj * mRenderableShaderData[rendererId].worldTransform;
  441. mStaticHandler->updatePerObjectBuffers(*renderElem, mRenderableShaderData[rendererId], worldViewProjMatrix);
  442. mStaticHandler->bindGlobalBuffers(*renderElem); // Note: If I can keep global buffer slot indexes the same between shaders I could only bind these once
  443. mStaticHandler->bindPerObjectBuffers(*renderElem);
  444. if (iter->applyPass)
  445. {
  446. SPtr<PassCore> pass = material->getPass(iter->passIdx);
  447. setPass(pass);
  448. }
  449. SPtr<PassParametersCore> passParams = material->getPassParameters(iter->passIdx);
  450. if (renderElem->samplerOverrides != nullptr)
  451. setPassParams(passParams, &renderElem->samplerOverrides->passes[iter->passIdx]);
  452. else
  453. setPassParams(passParams, nullptr);
  454. gRendererUtility().draw(iter->renderElem->mesh, iter->renderElem->subMesh);
  455. }
  456. camData.gbuffer->unbind();
  457. }
  458. else
  459. camData.gbuffer = nullptr;
  460. // Prepare final render target
  461. SPtr<RenderTargetCore> target = rtData.target;
  462. RenderAPICore::instance().setRenderTarget(target);
  463. RenderAPICore::instance().setViewport(viewport->getNormArea());
  464. // If first camera in render target, prepare the render target
  465. if (camIdx == 0)
  466. {
  467. UINT32 clearBuffers = 0;
  468. if (viewport->getRequiresColorClear())
  469. clearBuffers |= FBT_COLOR;
  470. if (viewport->getRequiresDepthClear())
  471. clearBuffers |= FBT_DEPTH;
  472. if (viewport->getRequiresStencilClear())
  473. clearBuffers |= FBT_STENCIL;
  474. if (clearBuffers != 0)
  475. RenderAPICore::instance().clearViewport(clearBuffers, viewport->getClearColor(), viewport->getClearDepthValue(), viewport->getClearStencilValue());
  476. }
  477. // Trigger pre-scene callbacks
  478. auto iterCameraCallbacks = mRenderCallbacks.find(camera);
  479. if (iterCameraCallbacks != mRenderCallbacks.end())
  480. {
  481. for (auto& callbackPair : iterCameraCallbacks->second)
  482. {
  483. if (callbackPair.first >= 0)
  484. break;
  485. callbackPair.second();
  486. }
  487. }
  488. // Render lights and resolve gbuffer if there is one
  489. if (hasGBuffer)
  490. {
  491. // TODO - Need to handle a case when GBuffer has MSAA but scene target has not
  492. SPtr<MaterialCore> dirMaterial = mDirLightMat->getMaterial();
  493. SPtr<PassCore> dirPass = dirMaterial->getPass(0);
  494. setPass(dirPass);
  495. mDirLightMat->setGBuffer(camData.gbuffer);
  496. for (auto& light : mDirectionalLights)
  497. {
  498. if (!light.internal->getIsActive())
  499. continue;
  500. mDirLightMat->setParameters(light.internal);
  501. // TODO - Bind parameters to the pipeline manually as I don't need to re-bind gbuffer textures for every light
  502. setPassParams(dirMaterial->getPassParameters(0), nullptr);
  503. gRendererUtility().drawScreenQuad(*viewport);
  504. }
  505. SPtr<MaterialCore> pointMaterial = mPointLightMat->getMaterial();
  506. SPtr<PassCore> pointPass = pointMaterial->getPass(0);
  507. setPass(pointPass);
  508. mPointLightMat->setGBuffer(camData.gbuffer);
  509. // TODO - Cull lights based on visibility, right now I just iterate over all of them.
  510. for (auto& light : mPointLights)
  511. {
  512. if (!light.internal->getIsActive())
  513. continue;
  514. mPointLightMat->setParameters(light.internal);
  515. // TODO - Bind parameters to the pipeline manually as I don't need to re-bind gbuffer textures for every light
  516. setPassParams(dirMaterial->getPassParameters(0), nullptr);
  517. SPtr<MeshCore> mesh = light.internal->getMesh();
  518. gRendererUtility().draw(mesh, mesh->getProperties().getSubMesh(0));
  519. }
  520. // TODO - Resolve to render target if it was MSAA (Later: Manual resolve during deferred light pass?)
  521. }
  522. // Render transparent objects (TODO - No lighting yet)
  523. const Vector<RenderQueueElement>& transparentElements = camData.transparentQueue->getSortedElements();
  524. for (auto iter = transparentElements.begin(); iter != transparentElements.end(); ++iter)
  525. {
  526. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  527. SPtr<MaterialCore> material = renderElem->material;
  528. UINT32 rendererId = renderElem->renderableId;
  529. Matrix4 worldViewProjMatrix = cameraShaderData.viewProj * mRenderableShaderData[rendererId].worldTransform;
  530. mStaticHandler->updatePerObjectBuffers(*renderElem, mRenderableShaderData[rendererId], worldViewProjMatrix);
  531. mStaticHandler->bindGlobalBuffers(*renderElem); // Note: If I can keep global buffer slot indexes the same between shaders I could only bind these once
  532. mStaticHandler->bindPerObjectBuffers(*renderElem);
  533. if (iter->applyPass)
  534. {
  535. SPtr<PassCore> pass = material->getPass(iter->passIdx);
  536. setPass(pass);
  537. }
  538. SPtr<PassParametersCore> passParams = material->getPassParameters(iter->passIdx);
  539. if (renderElem->samplerOverrides != nullptr)
  540. setPassParams(passParams, &renderElem->samplerOverrides->passes[iter->passIdx]);
  541. else
  542. setPassParams(passParams, nullptr);
  543. gRendererUtility().draw(iter->renderElem->mesh, iter->renderElem->subMesh);
  544. }
  545. camData.opaqueQueue->clear();
  546. camData.transparentQueue->clear();
  547. // Render post-scene callbacks
  548. if (iterCameraCallbacks != mRenderCallbacks.end())
  549. {
  550. for (auto& callbackPair : iterCameraCallbacks->second)
  551. {
  552. if (callbackPair.first < 0)
  553. continue;
  554. callbackPair.second();
  555. }
  556. }
  557. }
  558. void RenderBeast::renderOLD(const CameraCore& camera)
  559. {
  560. THROW_IF_NOT_CORE_THREAD;
  561. RenderAPICore& rs = RenderAPICore::instance();
  562. CameraData& cameraData = mCameraData[&camera];
  563. CameraShaderData cameraShaderData = getCameraShaderData(camera);
  564. // Trigger pre-render callbacks
  565. auto iterCameraCallbacks = mRenderCallbacks.find(&camera);
  566. if (iterCameraCallbacks != mRenderCallbacks.end())
  567. {
  568. for (auto& callbackPair : iterCameraCallbacks->second)
  569. {
  570. if (callbackPair.first >= 0)
  571. break;
  572. callbackPair.second();
  573. }
  574. }
  575. // Render opaque
  576. //// Update global per-frame hardware buffers
  577. mStaticHandler->updatePerCameraBuffers(cameraShaderData);
  578. // TODO - This bit can be removed once I fully switch to deferred
  579. const Vector<RenderQueueElement>& opaqueElements = cameraData.opaqueQueue->getSortedElements();
  580. for(auto iter = opaqueElements.begin(); iter != opaqueElements.end(); ++iter)
  581. {
  582. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  583. SPtr<MaterialCore> material = renderElem->material;
  584. UINT32 rendererId = renderElem->renderableId;
  585. Matrix4 worldViewProjMatrix = cameraShaderData.viewProj * mRenderableShaderData[rendererId].worldTransform;
  586. mStaticHandler->updatePerObjectBuffers(*renderElem, mRenderableShaderData[rendererId], worldViewProjMatrix);
  587. mStaticHandler->bindGlobalBuffers(*renderElem); // Note: If I can keep global buffer slot indexes the same between shaders I could only bind these once
  588. mStaticHandler->bindPerObjectBuffers(*renderElem);
  589. if (iter->applyPass)
  590. {
  591. SPtr<PassCore> pass = material->getPass(iter->passIdx);
  592. setPass(pass);
  593. }
  594. {
  595. SPtr<PassParametersCore> passParams = material->getPassParameters(iter->passIdx);
  596. if (renderElem->samplerOverrides != nullptr)
  597. setPassParams(passParams, &renderElem->samplerOverrides->passes[iter->passIdx]);
  598. else
  599. setPassParams(passParams, nullptr);
  600. }
  601. gRendererUtility().draw(iter->renderElem->mesh, iter->renderElem->subMesh);
  602. }
  603. // Render transparent
  604. const Vector<RenderQueueElement>& transparentElements = cameraData.transparentQueue->getSortedElements();
  605. for (auto iter = transparentElements.begin(); iter != transparentElements.end(); ++iter)
  606. {
  607. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  608. SPtr<MaterialCore> material = renderElem->material;
  609. UINT32 rendererId = renderElem->renderableId;
  610. Matrix4 worldViewProjMatrix = cameraShaderData.viewProj * mRenderableShaderData[rendererId].worldTransform;
  611. mStaticHandler->updatePerObjectBuffers(*renderElem, mRenderableShaderData[rendererId], worldViewProjMatrix);
  612. mStaticHandler->bindGlobalBuffers(*renderElem); // Note: If I can keep global buffer slot indexes the same between shaders I could only bind these once
  613. mStaticHandler->bindPerObjectBuffers(*renderElem);
  614. if (iter->applyPass)
  615. {
  616. SPtr<PassCore> pass = material->getPass(iter->passIdx);
  617. setPass(pass);
  618. }
  619. SPtr<PassParametersCore> passParams = material->getPassParameters(iter->passIdx);
  620. if (renderElem->samplerOverrides != nullptr)
  621. setPassParams(passParams, &renderElem->samplerOverrides->passes[iter->passIdx]);
  622. else
  623. setPassParams(passParams, nullptr);
  624. gRendererUtility().draw(iter->renderElem->mesh, iter->renderElem->subMesh);
  625. }
  626. cameraData.opaqueQueue->clear();
  627. cameraData.transparentQueue->clear();
  628. // Trigger post-render callbacks
  629. if (iterCameraCallbacks != mRenderCallbacks.end())
  630. {
  631. for (auto& callbackPair : iterCameraCallbacks->second)
  632. {
  633. if (callbackPair.first < 0)
  634. continue;
  635. callbackPair.second();
  636. }
  637. }
  638. }
  639. void RenderBeast::determineVisible(const CameraCore& camera)
  640. {
  641. CameraData& cameraData = mCameraData[&camera];
  642. UINT64 cameraLayers = camera.getLayers();
  643. ConvexVolume worldFrustum = camera.getWorldFrustum();
  644. // Update per-object param buffers and queue render elements
  645. for (auto& renderableData : mRenderables)
  646. {
  647. RenderableCore* renderable = renderableData.renderable;
  648. RenderableHandler* controller = renderableData.controller;
  649. UINT32 renderableType = renderable->getRenderableType();
  650. UINT32 rendererId = renderable->getRendererId();
  651. if ((renderable->getLayer() & cameraLayers) == 0)
  652. continue;
  653. // Do frustum culling
  654. // TODO - This is bound to be a bottleneck at some point. When it is ensure that intersect
  655. // methods use vector operations, as it is trivial to update them.
  656. const Sphere& boundingSphere = mWorldBounds[rendererId].getSphere();
  657. if (worldFrustum.intersects(boundingSphere))
  658. {
  659. // More precise with the box
  660. const AABox& boundingBox = mWorldBounds[rendererId].getBox();
  661. if (worldFrustum.intersects(boundingBox))
  662. {
  663. float distanceToCamera = (camera.getPosition() - boundingBox.getCenter()).length();
  664. for (auto& renderElem : renderableData.elements)
  665. {
  666. bool isTransparent = (renderElem.material->getShader()->getFlags() & (UINT32)ShaderFlags::Transparent) != 0;
  667. if (isTransparent)
  668. cameraData.transparentQueue->add(&renderElem, distanceToCamera);
  669. else
  670. cameraData.opaqueQueue->add(&renderElem, distanceToCamera);
  671. }
  672. }
  673. }
  674. }
  675. cameraData.opaqueQueue->sort();
  676. cameraData.transparentQueue->sort();
  677. }
  678. Vector2 RenderBeast::getDeviceZTransform(const Matrix4& projMatrix)
  679. {
  680. Vector2 output;
  681. output.x = 1.0f / projMatrix[2][2];
  682. output.y = projMatrix[2][3] / projMatrix[2][2];
  683. return output;
  684. }
  685. CameraShaderData RenderBeast::getCameraShaderData(const CameraCore& camera)
  686. {
  687. CameraShaderData data;
  688. data.proj = camera.getProjectionMatrixRS();
  689. data.view = camera.getViewMatrix();
  690. data.viewProj = data.proj * data.view;
  691. data.invProj = data.proj.inverse();
  692. data.viewDir = camera.getForward();
  693. data.viewOrigin = camera.getPosition();
  694. data.deviceZToWorldZ = getDeviceZTransform(data.proj);
  695. SPtr<ViewportCore> viewport = camera.getViewport();
  696. SPtr<RenderTargetCore> rt = viewport->getTarget();
  697. float halfWidth = viewport->getWidth() / 2.0f;
  698. float halfHeight = viewport->getHeight() / 2.0f;
  699. float rtWidth = (float)rt->getProperties().getWidth();
  700. float rtHeight = (float)rt->getProperties().getHeight();
  701. RenderAPICore& rapi = RenderAPICore::instance();
  702. data.clipToUVScaleOffset.x = (halfWidth / 2.0f) / rtWidth;
  703. data.clipToUVScaleOffset.y = (halfHeight / 2.0f) / rtHeight;
  704. data.clipToUVScaleOffset.z = (viewport->getX() + halfWidth + rapi.getHorizontalTexelOffset()) / rtWidth;
  705. data.clipToUVScaleOffset.w = (viewport->getY() + halfHeight + rapi.getHorizontalTexelOffset()) / rtHeight;
  706. return data;
  707. }
  708. void RenderBeast::refreshSamplerOverrides(bool force)
  709. {
  710. for (auto& entry : mSamplerOverrides)
  711. {
  712. SPtr<MaterialCore> material = entry.first;
  713. if (force)
  714. {
  715. SamplerOverrideUtility::destroySamplerOverrides(entry.second);
  716. entry.second = SamplerOverrideUtility::generateSamplerOverrides(material, mCoreOptions);
  717. }
  718. else
  719. {
  720. MaterialSamplerOverrides* materialOverrides = entry.second;
  721. UINT32 numPasses = material->getNumPasses();
  722. assert(numPasses == materialOverrides->numPasses);
  723. for (UINT32 i = 0; i < numPasses; i++)
  724. {
  725. SPtr<PassParametersCore> passParams = material->getPassParameters(i);
  726. PassSamplerOverrides& passOverrides = materialOverrides->passes[i];
  727. for (UINT32 j = 0; j < PassParametersCore::NUM_PARAMS; j++)
  728. {
  729. StageSamplerOverrides& stageOverrides = passOverrides.stages[j];
  730. SPtr<GpuParamsCore> params = passParams->getParamByIdx(j);
  731. if (params == nullptr)
  732. continue;
  733. const GpuParamDesc& paramDesc = params->getParamDesc();
  734. for (auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  735. {
  736. UINT32 slot = iter->second.slot;
  737. SPtr<SamplerStateCore> samplerState = params->getSamplerState(slot);
  738. assert(stageOverrides.numStates > slot);
  739. if (samplerState != stageOverrides.stateOverrides[slot])
  740. {
  741. if (samplerState != nullptr)
  742. stageOverrides.stateOverrides[slot] = SamplerOverrideUtility::generateSamplerOverride(samplerState, mCoreOptions);
  743. else
  744. stageOverrides.stateOverrides[slot] = SamplerOverrideUtility::generateSamplerOverride(SamplerStateCore::getDefault(), mCoreOptions);;
  745. }
  746. }
  747. }
  748. }
  749. }
  750. }
  751. }
  752. void RenderBeast::setPass(const SPtr<PassCore>& pass)
  753. {
  754. THROW_IF_NOT_CORE_THREAD;
  755. RenderAPICore& rs = RenderAPICore::instance();
  756. struct StageData
  757. {
  758. GpuProgramType type;
  759. bool enable;
  760. SPtr<GpuProgramCore> program;
  761. };
  762. const UINT32 numStages = 6;
  763. StageData stages[numStages] =
  764. {
  765. { GPT_VERTEX_PROGRAM, pass->hasVertexProgram(), pass->getVertexProgram() },
  766. { GPT_FRAGMENT_PROGRAM, pass->hasFragmentProgram(), pass->getFragmentProgram() },
  767. { GPT_GEOMETRY_PROGRAM, pass->hasGeometryProgram(), pass->getGeometryProgram() },
  768. { GPT_HULL_PROGRAM, pass->hasHullProgram(), pass->getHullProgram() },
  769. { GPT_DOMAIN_PROGRAM, pass->hasDomainProgram(), pass->getDomainProgram() },
  770. { GPT_COMPUTE_PROGRAM, pass->hasComputeProgram(), pass->getComputeProgram() }
  771. };
  772. for (UINT32 i = 0; i < numStages; i++)
  773. {
  774. const StageData& stage = stages[i];
  775. if (stage.enable)
  776. rs.bindGpuProgram(stage.program);
  777. else
  778. rs.unbindGpuProgram(stage.type);
  779. }
  780. // Set up non-texture related pass settings
  781. if (pass->getBlendState() != nullptr)
  782. rs.setBlendState(pass->getBlendState());
  783. else
  784. rs.setBlendState(BlendStateCore::getDefault());
  785. if (pass->getDepthStencilState() != nullptr)
  786. rs.setDepthStencilState(pass->getDepthStencilState(), pass->getStencilRefValue());
  787. else
  788. rs.setDepthStencilState(DepthStencilStateCore::getDefault(), pass->getStencilRefValue());
  789. if (pass->getRasterizerState() != nullptr)
  790. rs.setRasterizerState(pass->getRasterizerState());
  791. else
  792. rs.setRasterizerState(RasterizerStateCore::getDefault());
  793. }
  794. void RenderBeast::setPassParams(const SPtr<PassParametersCore>& passParams, const PassSamplerOverrides* samplerOverrides)
  795. {
  796. THROW_IF_NOT_CORE_THREAD;
  797. RenderAPICore& rs = RenderAPICore::instance();
  798. struct StageData
  799. {
  800. GpuProgramType type;
  801. SPtr<GpuParamsCore> params;
  802. };
  803. const UINT32 numStages = 6;
  804. StageData stages[numStages] =
  805. {
  806. { GPT_VERTEX_PROGRAM, passParams->mVertParams },
  807. { GPT_FRAGMENT_PROGRAM, passParams->mFragParams },
  808. { GPT_GEOMETRY_PROGRAM, passParams->mGeomParams },
  809. { GPT_HULL_PROGRAM, passParams->mHullParams },
  810. { GPT_DOMAIN_PROGRAM, passParams->mDomainParams },
  811. { GPT_COMPUTE_PROGRAM, passParams->mComputeParams }
  812. };
  813. for (UINT32 i = 0; i < numStages; i++)
  814. {
  815. const StageData& stage = stages[i];
  816. SPtr<GpuParamsCore> params = stage.params;
  817. if (params == nullptr)
  818. continue;
  819. const GpuParamDesc& paramDesc = params->getParamDesc();
  820. for (auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  821. {
  822. SPtr<SamplerStateCore> samplerState;
  823. if (samplerOverrides != nullptr)
  824. samplerState = samplerOverrides->stages[i].stateOverrides[iter->second.slot];
  825. else
  826. samplerState = params->getSamplerState(iter->second.slot);
  827. if (samplerState == nullptr)
  828. rs.setSamplerState(stage.type, iter->second.slot, SamplerStateCore::getDefault());
  829. else
  830. rs.setSamplerState(stage.type, iter->second.slot, samplerState);
  831. }
  832. for (auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
  833. {
  834. SPtr<TextureCore> texture = params->getTexture(iter->second.slot);
  835. if (!params->isLoadStoreTexture(iter->second.slot))
  836. {
  837. if (texture == nullptr)
  838. rs.setTexture(stage.type, iter->second.slot, false, nullptr);
  839. else
  840. rs.setTexture(stage.type, iter->second.slot, true, texture);
  841. }
  842. else
  843. {
  844. const TextureSurface& surface = params->getLoadStoreSurface(iter->second.slot);
  845. if (texture == nullptr)
  846. rs.setLoadStoreTexture(stage.type, iter->second.slot, false, nullptr, surface);
  847. else
  848. rs.setLoadStoreTexture(stage.type, iter->second.slot, true, texture, surface);
  849. }
  850. }
  851. rs.setConstantBuffers(stage.type, params);
  852. }
  853. }
  854. }