BsRendererScene.cpp 25 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "BsRendererScene.h"
  4. #include "Renderer/BsCamera.h"
  5. #include "Renderer/BsLight.h"
  6. #include "Renderer/BsReflectionProbe.h"
  7. #include "Mesh/BsMesh.h"
  8. #include "Renderer/BsRenderer.h"
  9. #include "Material/BsPass.h"
  10. #include "Material/BsGpuParamsSet.h"
  11. #include "BsRenderBeastOptions.h"
  12. #include "BsRenderBeast.h"
  13. #include "Renderer/BsSkybox.h"
  14. namespace bs { namespace ct
  15. {
  16. RendererScene::RendererScene(const SPtr<RenderBeastOptions>& options)
  17. :mOptions(options)
  18. {
  19. }
  20. RendererScene::~RendererScene()
  21. {
  22. for (auto& entry : mInfo.renderables)
  23. bs_delete(entry);
  24. for (auto& entry : mInfo.views)
  25. bs_delete(entry);
  26. assert(mSamplerOverrides.empty());
  27. }
  28. void RendererScene::registerCamera(Camera* camera)
  29. {
  30. RENDERER_VIEW_DESC viewDesc = createViewDesc(camera);
  31. RendererView* view = bs_new<RendererView>(viewDesc);
  32. view->setRenderSettings(camera->getRenderSettings());
  33. view->updatePerViewBuffer();
  34. UINT32 viewIdx = (UINT32)mInfo.views.size();
  35. mInfo.views.push_back(view);
  36. mInfo.cameraToView[camera] = viewIdx;
  37. camera->setRendererId(viewIdx);
  38. updateCameraRenderTargets(camera);
  39. }
  40. void RendererScene::updateCamera(Camera* camera, UINT32 updateFlag)
  41. {
  42. UINT32 cameraId = camera->getRendererId();
  43. RendererView* view = mInfo.views[cameraId];
  44. UINT32 updateEverythingFlag = (UINT32)ActorDirtyFlag::Everything
  45. | (UINT32)ActorDirtyFlag::Active
  46. | (UINT32)CameraDirtyFlag::Viewport;
  47. if((updateFlag & updateEverythingFlag) != 0)
  48. {
  49. RENDERER_VIEW_DESC viewDesc = createViewDesc(camera);
  50. view->setView(viewDesc);
  51. view->setRenderSettings(camera->getRenderSettings());
  52. updateCameraRenderTargets(camera);
  53. }
  54. else if((updateFlag & (UINT32)CameraDirtyFlag::RenderSettings) != 0)
  55. {
  56. view->setRenderSettings(camera->getRenderSettings());
  57. }
  58. else // Transform
  59. {
  60. view = mInfo.views[cameraId];
  61. const Transform& tfrm = camera->getTransform();
  62. view->setTransform(
  63. tfrm.getPosition(),
  64. tfrm.getForward(),
  65. camera->getViewMatrix(),
  66. camera->getProjectionMatrixRS(),
  67. camera->getWorldFrustum());
  68. }
  69. view->updatePerViewBuffer();
  70. }
  71. void RendererScene::unregisterCamera(Camera* camera)
  72. {
  73. UINT32 cameraId = camera->getRendererId();
  74. Camera* lastCamera = mInfo.views.back()->getSceneCamera();
  75. UINT32 lastCameraId = lastCamera->getRendererId();
  76. if (cameraId != lastCameraId)
  77. {
  78. // Swap current last element with the one we want to erase
  79. std::swap(mInfo.views[cameraId], mInfo.views[lastCameraId]);
  80. lastCamera->setRendererId(cameraId);
  81. mInfo.cameraToView[lastCamera] = cameraId;
  82. }
  83. // Last element is the one we want to erase
  84. RendererView* view = mInfo.views[mInfo.views.size() - 1];
  85. bs_delete(view);
  86. mInfo.views.erase(mInfo.views.end() - 1);
  87. auto iterFind = mInfo.cameraToView.find(camera);
  88. if(iterFind != mInfo.cameraToView.end())
  89. mInfo.cameraToView.erase(iterFind);
  90. updateCameraRenderTargets(camera, true);
  91. }
  92. void RendererScene::registerLight(Light* light)
  93. {
  94. if (light->getType() == LightType::Directional)
  95. {
  96. UINT32 lightId = (UINT32)mInfo.directionalLights.size();
  97. light->setRendererId(lightId);
  98. mInfo.directionalLights.push_back(RendererLight(light));
  99. }
  100. else
  101. {
  102. if (light->getType() == LightType::Radial)
  103. {
  104. UINT32 lightId = (UINT32)mInfo.radialLights.size();
  105. light->setRendererId(lightId);
  106. mInfo.radialLights.push_back(RendererLight(light));
  107. mInfo.radialLightWorldBounds.push_back(light->getBounds());
  108. }
  109. else // Spot
  110. {
  111. UINT32 lightId = (UINT32)mInfo.spotLights.size();
  112. light->setRendererId(lightId);
  113. mInfo.spotLights.push_back(RendererLight(light));
  114. mInfo.spotLightWorldBounds.push_back(light->getBounds());
  115. }
  116. }
  117. }
  118. void RendererScene::updateLight(Light* light)
  119. {
  120. UINT32 lightId = light->getRendererId();
  121. if (light->getType() == LightType::Radial)
  122. mInfo.radialLightWorldBounds[lightId] = light->getBounds();
  123. else if(light->getType() == LightType::Spot)
  124. mInfo.spotLightWorldBounds[lightId] = light->getBounds();
  125. }
  126. void RendererScene::unregisterLight(Light* light)
  127. {
  128. UINT32 lightId = light->getRendererId();
  129. if (light->getType() == LightType::Directional)
  130. {
  131. Light* lastLight = mInfo.directionalLights.back().internal;
  132. UINT32 lastLightId = lastLight->getRendererId();
  133. if (lightId != lastLightId)
  134. {
  135. // Swap current last element with the one we want to erase
  136. std::swap(mInfo.directionalLights[lightId], mInfo.directionalLights[lastLightId]);
  137. lastLight->setRendererId(lightId);
  138. }
  139. // Last element is the one we want to erase
  140. mInfo.directionalLights.erase(mInfo.directionalLights.end() - 1);
  141. }
  142. else
  143. {
  144. if (light->getType() == LightType::Radial)
  145. {
  146. Light* lastLight = mInfo.radialLights.back().internal;
  147. UINT32 lastLightId = lastLight->getRendererId();
  148. if (lightId != lastLightId)
  149. {
  150. // Swap current last element with the one we want to erase
  151. std::swap(mInfo.radialLights[lightId], mInfo.radialLights[lastLightId]);
  152. std::swap(mInfo.radialLightWorldBounds[lightId], mInfo.radialLightWorldBounds[lastLightId]);
  153. lastLight->setRendererId(lightId);
  154. }
  155. // Last element is the one we want to erase
  156. mInfo.radialLights.erase(mInfo.radialLights.end() - 1);
  157. mInfo.radialLightWorldBounds.erase(mInfo.radialLightWorldBounds.end() - 1);
  158. }
  159. else // Spot
  160. {
  161. Light* lastLight = mInfo.spotLights.back().internal;
  162. UINT32 lastLightId = lastLight->getRendererId();
  163. if (lightId != lastLightId)
  164. {
  165. // Swap current last element with the one we want to erase
  166. std::swap(mInfo.spotLights[lightId], mInfo.spotLights[lastLightId]);
  167. std::swap(mInfo.spotLightWorldBounds[lightId], mInfo.spotLightWorldBounds[lastLightId]);
  168. lastLight->setRendererId(lightId);
  169. }
  170. // Last element is the one we want to erase
  171. mInfo.spotLights.erase(mInfo.spotLights.end() - 1);
  172. mInfo.spotLightWorldBounds.erase(mInfo.spotLightWorldBounds.end() - 1);
  173. }
  174. }
  175. }
  176. void RendererScene::registerRenderable(Renderable* renderable)
  177. {
  178. UINT32 renderableId = (UINT32)mInfo.renderables.size();
  179. renderable->setRendererId(renderableId);
  180. mInfo.renderables.push_back(bs_new<RendererObject>());
  181. mInfo.renderableCullInfos.push_back(CullInfo(renderable->getBounds(), renderable->getLayer()));
  182. RendererObject* rendererObject = mInfo.renderables.back();
  183. rendererObject->renderable = renderable;
  184. rendererObject->updatePerObjectBuffer();
  185. SPtr<Mesh> mesh = renderable->getMesh();
  186. if (mesh != nullptr)
  187. {
  188. const MeshProperties& meshProps = mesh->getProperties();
  189. SPtr<VertexDeclaration> vertexDecl = mesh->getVertexData()->vertexDeclaration;
  190. for (UINT32 i = 0; i < meshProps.getNumSubMeshes(); i++)
  191. {
  192. rendererObject->elements.push_back(BeastRenderableElement());
  193. BeastRenderableElement& renElement = rendererObject->elements.back();
  194. renElement.mesh = mesh;
  195. renElement.subMesh = meshProps.getSubMesh(i);
  196. renElement.renderableId = renderableId;
  197. renElement.animType = renderable->getAnimType();
  198. renElement.animationId = renderable->getAnimationId();
  199. renElement.morphShapeVersion = 0;
  200. renElement.morphShapeBuffer = renderable->getMorphShapeBuffer();
  201. renElement.boneMatrixBuffer = renderable->getBoneMatrixBuffer();
  202. renElement.morphVertexDeclaration = renderable->getMorphVertexDeclaration();
  203. renElement.material = renderable->getMaterial(i);
  204. if (renElement.material == nullptr)
  205. renElement.material = renderable->getMaterial(0);
  206. if (renElement.material != nullptr && renElement.material->getShader() == nullptr)
  207. renElement.material = nullptr;
  208. // If no material use the default material
  209. if (renElement.material == nullptr)
  210. renElement.material = Material::create(DefaultMaterial::get()->getShader());
  211. // Determine which technique to use
  212. static_assert((UINT32)RenderableAnimType::Count == 4, "RenderableAnimType is expected to have four sequential entries.");
  213. bool isTransparent = (renElement.material->getShader()->getFlags() & (UINT32)ShaderFlags::Transparent) != 0;
  214. bool usesForwardRendering = isTransparent;
  215. RenderableAnimType animType = renderable->getAnimType();
  216. static const ShaderVariation* VAR_LOOKUP[4];
  217. if(usesForwardRendering)
  218. {
  219. bool supportsClusteredForward = gRenderBeast()->getFeatureSet() == RenderBeastFeatureSet::Desktop;
  220. if(supportsClusteredForward)
  221. {
  222. VAR_LOOKUP[0] = &getForwardRenderingVariation<false, false, true>();
  223. VAR_LOOKUP[1] = &getForwardRenderingVariation<true, false, true>();
  224. VAR_LOOKUP[2] = &getForwardRenderingVariation<false, true, true>();
  225. VAR_LOOKUP[3] = &getForwardRenderingVariation<true, true, true>();
  226. }
  227. else
  228. {
  229. VAR_LOOKUP[0] = &getForwardRenderingVariation<false, false, false>();
  230. VAR_LOOKUP[1] = &getForwardRenderingVariation<true, false, false>();
  231. VAR_LOOKUP[2] = &getForwardRenderingVariation<false, true, false>();
  232. VAR_LOOKUP[3] = &getForwardRenderingVariation<true, true, false>();
  233. }
  234. }
  235. else
  236. {
  237. VAR_LOOKUP[0] = &getVertexInputVariation<false, false>();
  238. VAR_LOOKUP[1] = &getVertexInputVariation<true, false>();
  239. VAR_LOOKUP[2] = &getVertexInputVariation<false, true>();
  240. VAR_LOOKUP[3] = &getVertexInputVariation<true, true>();
  241. }
  242. const ShaderVariation* variation = VAR_LOOKUP[(int)animType];
  243. FIND_TECHNIQUE_DESC findDesc;
  244. findDesc.variation = variation;
  245. UINT32 techniqueIdx = renElement.material->findTechnique(findDesc);
  246. if (techniqueIdx == (UINT32)-1)
  247. techniqueIdx = renElement.material->getDefaultTechnique();
  248. renElement.techniqueIdx = techniqueIdx;
  249. // Validate mesh <-> shader vertex bindings
  250. if (renElement.material != nullptr)
  251. {
  252. UINT32 numPasses = renElement.material->getNumPasses(techniqueIdx);
  253. for (UINT32 j = 0; j < numPasses; j++)
  254. {
  255. SPtr<Pass> pass = renElement.material->getPass(j, techniqueIdx);
  256. SPtr<VertexDeclaration> shaderDecl = pass->getVertexProgram()->getInputDeclaration();
  257. if (!vertexDecl->isCompatible(shaderDecl))
  258. {
  259. Vector<VertexElement> missingElements = vertexDecl->getMissingElements(shaderDecl);
  260. // If using morph shapes ignore POSITION1 and NORMAL1 missing since we assign them from within the renderer
  261. if (animType == RenderableAnimType::Morph || animType == RenderableAnimType::SkinnedMorph)
  262. {
  263. auto removeIter = std::remove_if(missingElements.begin(), missingElements.end(), [](const VertexElement& x)
  264. {
  265. return (x.getSemantic() == VES_POSITION && x.getSemanticIdx() == 1) ||
  266. (x.getSemantic() == VES_NORMAL && x.getSemanticIdx() == 1);
  267. });
  268. missingElements.erase(removeIter, missingElements.end());
  269. }
  270. if (!missingElements.empty())
  271. {
  272. StringStream wrnStream;
  273. wrnStream << "Provided mesh is missing required vertex attributes to render with the \
  274. provided shader. Missing elements: " << std::endl;
  275. for (auto& entry : missingElements)
  276. wrnStream << "\t" << toString(entry.getSemantic()) << entry.getSemanticIdx() << std::endl;
  277. LOGWRN(wrnStream.str());
  278. break;
  279. }
  280. }
  281. }
  282. }
  283. // Generate or assigned renderer specific data for the material
  284. renElement.params = renElement.material->createParamsSet(techniqueIdx);
  285. renElement.material->updateParamsSet(renElement.params, true);
  286. // Generate or assign sampler state overrides
  287. SamplerOverrideKey samplerKey(renElement.material, techniqueIdx);
  288. auto iterFind = mSamplerOverrides.find(samplerKey);
  289. if (iterFind != mSamplerOverrides.end())
  290. {
  291. renElement.samplerOverrides = iterFind->second;
  292. iterFind->second->refCount++;
  293. }
  294. else
  295. {
  296. SPtr<Shader> shader = renElement.material->getShader();
  297. MaterialSamplerOverrides* samplerOverrides = SamplerOverrideUtility::generateSamplerOverrides(shader,
  298. renElement.material->_getInternalParams(), renElement.params, mOptions);
  299. mSamplerOverrides[samplerKey] = samplerOverrides;
  300. renElement.samplerOverrides = samplerOverrides;
  301. samplerOverrides->refCount++;
  302. }
  303. }
  304. }
  305. }
  306. void RendererScene::updateRenderable(Renderable* renderable)
  307. {
  308. UINT32 renderableId = renderable->getRendererId();
  309. mInfo.renderables[renderableId]->updatePerObjectBuffer();
  310. mInfo.renderableCullInfos[renderableId].bounds = renderable->getBounds();
  311. }
  312. void RendererScene::unregisterRenderable(Renderable* renderable)
  313. {
  314. UINT32 renderableId = renderable->getRendererId();
  315. Renderable* lastRenerable = mInfo.renderables.back()->renderable;
  316. UINT32 lastRenderableId = lastRenerable->getRendererId();
  317. RendererObject* rendererObject = mInfo.renderables[renderableId];
  318. Vector<BeastRenderableElement>& elements = rendererObject->elements;
  319. for (auto& element : elements)
  320. {
  321. SamplerOverrideKey samplerKey(element.material, element.techniqueIdx);
  322. auto iterFind = mSamplerOverrides.find(samplerKey);
  323. assert(iterFind != mSamplerOverrides.end());
  324. MaterialSamplerOverrides* samplerOverrides = iterFind->second;
  325. samplerOverrides->refCount--;
  326. if (samplerOverrides->refCount == 0)
  327. {
  328. SamplerOverrideUtility::destroySamplerOverrides(samplerOverrides);
  329. mSamplerOverrides.erase(iterFind);
  330. }
  331. element.samplerOverrides = nullptr;
  332. }
  333. if (renderableId != lastRenderableId)
  334. {
  335. // Swap current last element with the one we want to erase
  336. std::swap(mInfo.renderables[renderableId], mInfo.renderables[lastRenderableId]);
  337. std::swap(mInfo.renderableCullInfos[renderableId], mInfo.renderableCullInfos[lastRenderableId]);
  338. lastRenerable->setRendererId(renderableId);
  339. for (auto& element : elements)
  340. element.renderableId = renderableId;
  341. }
  342. // Last element is the one we want to erase
  343. mInfo.renderables.erase(mInfo.renderables.end() - 1);
  344. mInfo.renderableCullInfos.erase(mInfo.renderableCullInfos.end() - 1);
  345. bs_delete(rendererObject);
  346. }
  347. void RendererScene::registerReflectionProbe(ReflectionProbe* probe)
  348. {
  349. UINT32 probeId = (UINT32)mInfo.reflProbes.size();
  350. probe->setRendererId(probeId);
  351. mInfo.reflProbes.push_back(RendererReflectionProbe(probe));
  352. RendererReflectionProbe& probeInfo = mInfo.reflProbes.back();
  353. mInfo.reflProbeWorldBounds.push_back(probe->getBounds());
  354. // Find a spot in cubemap array
  355. UINT32 numArrayEntries = (UINT32)mInfo.reflProbeCubemapArrayUsedSlots.size();
  356. for(UINT32 i = 0; i < numArrayEntries; i++)
  357. {
  358. if(!mInfo.reflProbeCubemapArrayUsedSlots[i])
  359. {
  360. setReflectionProbeArrayIndex(probeId, i, false);
  361. mInfo.reflProbeCubemapArrayUsedSlots[i] = true;
  362. break;
  363. }
  364. }
  365. // No empty slot was found
  366. if (probeInfo.arrayIdx == (UINT32)-1)
  367. {
  368. setReflectionProbeArrayIndex(probeId, numArrayEntries, false);
  369. mInfo.reflProbeCubemapArrayUsedSlots.push_back(true);
  370. }
  371. if(probeInfo.arrayIdx > MaxReflectionCubemaps)
  372. {
  373. LOGERR("Reached the maximum number of allowed reflection probe cubemaps at once. "
  374. "Ignoring reflection probe data.");
  375. }
  376. }
  377. void RendererScene::updateReflectionProbe(ReflectionProbe* probe, bool texture)
  378. {
  379. // Should only get called if transform changes, any other major changes and ReflProbeInfo entry gets rebuild
  380. UINT32 probeId = probe->getRendererId();
  381. mInfo.reflProbeWorldBounds[probeId] = probe->getBounds();
  382. if (texture)
  383. {
  384. RendererReflectionProbe& probeInfo = mInfo.reflProbes[probeId];
  385. probeInfo.arrayDirty = true;
  386. }
  387. }
  388. void RendererScene::unregisterReflectionProbe(ReflectionProbe* probe)
  389. {
  390. UINT32 probeId = probe->getRendererId();
  391. UINT32 arrayIdx = mInfo.reflProbes[probeId].arrayIdx;
  392. if (arrayIdx != (UINT32)-1)
  393. mInfo.reflProbeCubemapArrayUsedSlots[arrayIdx] = false;
  394. ReflectionProbe* lastProbe = mInfo.reflProbes.back().probe;
  395. UINT32 lastProbeId = lastProbe->getRendererId();
  396. if (probeId != lastProbeId)
  397. {
  398. // Swap current last element with the one we want to erase
  399. std::swap(mInfo.reflProbes[probeId], mInfo.reflProbes[lastProbeId]);
  400. std::swap(mInfo.reflProbeWorldBounds[probeId], mInfo.reflProbeWorldBounds[lastProbeId]);
  401. lastProbe->setRendererId(probeId);
  402. }
  403. // Last element is the one we want to erase
  404. mInfo.reflProbes.erase(mInfo.reflProbes.end() - 1);
  405. mInfo.reflProbeWorldBounds.erase(mInfo.reflProbeWorldBounds.end() - 1);
  406. }
  407. void RendererScene::setReflectionProbeArrayIndex(UINT32 probeIdx, UINT32 arrayIdx, bool markAsClean)
  408. {
  409. RendererReflectionProbe* probe = &mInfo.reflProbes[probeIdx];
  410. probe->arrayIdx = arrayIdx;
  411. if (markAsClean)
  412. probe->arrayDirty = false;
  413. }
  414. void RendererScene::registerLightProbeVolume(LightProbeVolume* volume)
  415. {
  416. mInfo.lightProbes.notifyAdded(volume);
  417. }
  418. void RendererScene::updateLightProbeVolume(LightProbeVolume* volume)
  419. {
  420. mInfo.lightProbes.notifyDirty(volume);
  421. }
  422. void RendererScene::unregisterLightProbeVolume(LightProbeVolume* volume)
  423. {
  424. mInfo.lightProbes.notifyRemoved(volume);
  425. }
  426. void RendererScene::updateLightProbes()
  427. {
  428. mInfo.lightProbes.updateProbes();
  429. }
  430. void RendererScene::registerSkybox(Skybox* skybox)
  431. {
  432. mInfo.skybox = skybox;
  433. }
  434. void RendererScene::unregisterSkybox(Skybox* skybox)
  435. {
  436. if (mInfo.skybox == skybox)
  437. mInfo.skybox = nullptr;
  438. }
  439. void RendererScene::setOptions(const SPtr<RenderBeastOptions>& options)
  440. {
  441. mOptions = options;
  442. for (auto& entry : mInfo.views)
  443. entry->setStateReductionMode(mOptions->stateReductionMode);
  444. }
  445. RENDERER_VIEW_DESC RendererScene::createViewDesc(Camera* camera) const
  446. {
  447. SPtr<Viewport> viewport = camera->getViewport();
  448. ClearFlags clearFlags = viewport->getClearFlags();
  449. RENDERER_VIEW_DESC viewDesc;
  450. viewDesc.target.clearFlags = 0;
  451. if (clearFlags.isSet(ClearFlagBits::Color))
  452. viewDesc.target.clearFlags |= FBT_COLOR;
  453. if (clearFlags.isSet(ClearFlagBits::Depth))
  454. viewDesc.target.clearFlags |= FBT_DEPTH;
  455. if (clearFlags.isSet(ClearFlagBits::Stencil))
  456. viewDesc.target.clearFlags |= FBT_STENCIL;
  457. viewDesc.target.clearColor = viewport->getClearColorValue();
  458. viewDesc.target.clearDepthValue = viewport->getClearDepthValue();
  459. viewDesc.target.clearStencilValue = viewport->getClearStencilValue();
  460. viewDesc.target.target = viewport->getTarget();
  461. viewDesc.target.nrmViewRect = viewport->getArea();
  462. viewDesc.target.viewRect = viewport->getPixelArea();
  463. if (viewDesc.target.target != nullptr)
  464. {
  465. viewDesc.target.targetWidth = viewDesc.target.target->getProperties().width;
  466. viewDesc.target.targetHeight = viewDesc.target.target->getProperties().height;
  467. }
  468. else
  469. {
  470. viewDesc.target.targetWidth = 0;
  471. viewDesc.target.targetHeight = 0;
  472. }
  473. viewDesc.target.numSamples = camera->getMSAACount();
  474. viewDesc.triggerCallbacks = true;
  475. viewDesc.runPostProcessing = true;
  476. viewDesc.capturingReflections = false;
  477. viewDesc.cullFrustum = camera->getWorldFrustum();
  478. viewDesc.visibleLayers = camera->getLayers();
  479. viewDesc.nearPlane = camera->getNearClipDistance();
  480. viewDesc.farPlane = camera->getFarClipDistance();
  481. viewDesc.flipView = false;
  482. const Transform& tfrm = camera->getTransform();
  483. viewDesc.viewOrigin = tfrm.getPosition();
  484. viewDesc.viewDirection = tfrm.getForward();
  485. viewDesc.projTransform = camera->getProjectionMatrixRS();
  486. viewDesc.viewTransform = camera->getViewMatrix();
  487. viewDesc.projType = camera->getProjectionType();
  488. viewDesc.stateReduction = mOptions->stateReductionMode;
  489. viewDesc.sceneCamera = camera;
  490. return viewDesc;
  491. }
  492. void RendererScene::updateCameraRenderTargets(Camera* camera, bool remove)
  493. {
  494. SPtr<RenderTarget> renderTarget = camera->getViewport()->getTarget();
  495. // Remove from render target list
  496. int rtChanged = 0; // 0 - No RT, 1 - RT found, 2 - RT changed
  497. for (auto iterTarget = mInfo.renderTargets.begin(); iterTarget != mInfo.renderTargets.end(); ++iterTarget)
  498. {
  499. RendererRenderTarget& target = *iterTarget;
  500. for (auto iterCam = target.cameras.begin(); iterCam != target.cameras.end(); ++iterCam)
  501. {
  502. if (camera == *iterCam)
  503. {
  504. if(remove)
  505. {
  506. target.cameras.erase(iterCam);
  507. rtChanged = 1;
  508. }
  509. else
  510. {
  511. if (renderTarget != target.target)
  512. {
  513. target.cameras.erase(iterCam);
  514. rtChanged = 2;
  515. }
  516. else
  517. rtChanged = 1;
  518. }
  519. break;
  520. }
  521. }
  522. if (target.cameras.empty())
  523. {
  524. mInfo.renderTargets.erase(iterTarget);
  525. break;
  526. }
  527. }
  528. // Register in render target list
  529. if (renderTarget != nullptr && !remove && (rtChanged == 0 || rtChanged == 2))
  530. {
  531. auto findIter = std::find_if(mInfo.renderTargets.begin(), mInfo.renderTargets.end(),
  532. [&](const RendererRenderTarget& x) { return x.target == renderTarget; });
  533. if (findIter != mInfo.renderTargets.end())
  534. {
  535. findIter->cameras.push_back(camera);
  536. }
  537. else
  538. {
  539. mInfo.renderTargets.push_back(RendererRenderTarget());
  540. RendererRenderTarget& renderTargetData = mInfo.renderTargets.back();
  541. renderTargetData.target = renderTarget;
  542. renderTargetData.cameras.push_back(camera);
  543. }
  544. // Sort render targets based on priority
  545. auto cameraComparer = [&](const Camera* a, const Camera* b) { return a->getPriority() > b->getPriority(); };
  546. auto renderTargetInfoComparer = [&](const RendererRenderTarget& a, const RendererRenderTarget& b)
  547. { return a.target->getProperties().priority > b.target->getProperties().priority; };
  548. std::sort(begin(mInfo.renderTargets), end(mInfo.renderTargets), renderTargetInfoComparer);
  549. for (auto& camerasPerTarget : mInfo.renderTargets)
  550. {
  551. Vector<Camera*>& cameras = camerasPerTarget.cameras;
  552. std::sort(begin(cameras), end(cameras), cameraComparer);
  553. }
  554. }
  555. }
  556. void RendererScene::refreshSamplerOverrides(bool force)
  557. {
  558. bool anyDirty = false;
  559. for (auto& entry : mSamplerOverrides)
  560. {
  561. SPtr<MaterialParams> materialParams = entry.first.material->_getInternalParams();
  562. MaterialSamplerOverrides* materialOverrides = entry.second;
  563. for(UINT32 i = 0; i < materialOverrides->numOverrides; i++)
  564. {
  565. SamplerOverride& override = materialOverrides->overrides[i];
  566. const MaterialParamsBase::ParamData* materialParamData = materialParams->getParamData(override.paramIdx);
  567. SPtr<SamplerState> samplerState;
  568. materialParams->getSamplerState(*materialParamData, samplerState);
  569. UINT64 hash = 0;
  570. if (samplerState != nullptr)
  571. hash = samplerState->getProperties().getHash();
  572. if (hash != override.originalStateHash || force)
  573. {
  574. if (samplerState != nullptr)
  575. override.state = SamplerOverrideUtility::generateSamplerOverride(samplerState, mOptions);
  576. else
  577. override.state = SamplerOverrideUtility::generateSamplerOverride(SamplerState::getDefault(), mOptions);
  578. override.originalStateHash = override.state->getProperties().getHash();
  579. materialOverrides->isDirty = true;
  580. }
  581. // Dirty flag can also be set externally, so check here even though we assign it above
  582. if (materialOverrides->isDirty)
  583. anyDirty = true;
  584. }
  585. }
  586. // Early exit if possible
  587. if (!anyDirty)
  588. return;
  589. UINT32 numRenderables = (UINT32)mInfo.renderables.size();
  590. for (UINT32 i = 0; i < numRenderables; i++)
  591. {
  592. for(auto& element : mInfo.renderables[i]->elements)
  593. {
  594. MaterialSamplerOverrides* overrides = element.samplerOverrides;
  595. if(overrides != nullptr && overrides->isDirty)
  596. {
  597. UINT32 numPasses = element.material->getNumPasses();
  598. for(UINT32 j = 0; j < numPasses; j++)
  599. {
  600. SPtr<GpuParams> params = element.params->getGpuParams(j);
  601. const UINT32 numStages = 6;
  602. for (UINT32 k = 0; k < numStages; k++)
  603. {
  604. GpuProgramType type = (GpuProgramType)k;
  605. SPtr<GpuParamDesc> paramDesc = params->getParamDesc(type);
  606. if (paramDesc == nullptr)
  607. continue;
  608. for (auto& samplerDesc : paramDesc->samplers)
  609. {
  610. UINT32 set = samplerDesc.second.set;
  611. UINT32 slot = samplerDesc.second.slot;
  612. UINT32 overrideIndex = overrides->passes[j].stateOverrides[set][slot];
  613. if (overrideIndex == (UINT32)-1)
  614. continue;
  615. params->setSamplerState(set, slot, overrides->overrides[overrideIndex].state);
  616. }
  617. }
  618. }
  619. }
  620. }
  621. }
  622. for (auto& entry : mSamplerOverrides)
  623. entry.second->isDirty = false;
  624. }
  625. void RendererScene::prepareRenderable(UINT32 idx, const FrameInfo& frameInfo)
  626. {
  627. if (mInfo.renderableReady[idx])
  628. return;
  629. // Note: Before uploading bone matrices perhaps check if they has actually been changed since last frame
  630. if(frameInfo.animData != nullptr)
  631. mInfo.renderables[idx]->renderable->updateAnimationBuffers(*frameInfo.animData);
  632. // Note: Could this step be moved in notifyRenderableUpdated, so it only triggers when material actually gets
  633. // changed? Although it shouldn't matter much because if the internal versions keeping track of dirty params.
  634. for (auto& element : mInfo.renderables[idx]->elements)
  635. element.material->updateParamsSet(element.params);
  636. mInfo.renderables[idx]->perObjectParamBuffer->flushToGPU();
  637. mInfo.renderableReady[idx] = true;
  638. }
  639. }}