BsRenderBeast.cpp 20 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "BsRenderBeast.h"
  4. #include "Components/BsCCamera.h"
  5. #include "Components/BsCRenderable.h"
  6. #include "Material/BsMaterial.h"
  7. #include "Material/BsPass.h"
  8. #include "BsCoreApplication.h"
  9. #include "RenderAPI/BsViewport.h"
  10. #include "RenderAPI/BsRenderTarget.h"
  11. #include "CoreThread/BsCoreThread.h"
  12. #include "Profiling/BsProfilerCPU.h"
  13. #include "Profiling/BsProfilerGPU.h"
  14. #include "Material/BsShader.h"
  15. #include "RenderAPI/BsGpuParamBlockBuffer.h"
  16. #include "Utility/BsTime.h"
  17. #include "CoreThread/BsCoreObjectManager.h"
  18. #include "BsRenderBeastOptions.h"
  19. #include "Renderer/BsLight.h"
  20. #include "BsGpuResourcePool.h"
  21. #include "Renderer/BsRendererUtility.h"
  22. #include "Animation/BsAnimationManager.h"
  23. #include "Animation/BsSkeleton.h"
  24. #include "Renderer/BsRendererExtension.h"
  25. #include "Renderer/BsReflectionProbe.h"
  26. #include "Renderer/BsIBLUtility.h"
  27. #include "Renderer/BsSkybox.h"
  28. #include "BsStandardDeferredLighting.h"
  29. #include "BsShadowRendering.h"
  30. #include "BsRenderCompositor.h"
  31. #include "BsRendererTextures.h"
  32. #include "BsRenderBeastIBLUtility.h"
  33. using namespace std::placeholders;
  34. namespace bs { namespace ct
  35. {
  36. RenderBeast::RenderBeast()
  37. {
  38. mOptions = bs_shared_ptr_new<RenderBeastOptions>();
  39. }
  40. const StringID& RenderBeast::getName() const
  41. {
  42. static StringID name = "RenderBeast";
  43. return name;
  44. }
  45. void RenderBeast::initialize()
  46. {
  47. Renderer::initialize();
  48. gCoreThread().queueCommand(std::bind(&RenderBeast::initializeCore, this), CTQF_InternalQueue);
  49. }
  50. void RenderBeast::destroy()
  51. {
  52. Renderer::destroy();
  53. gCoreThread().queueCommand(std::bind(&RenderBeast::destroyCore, this));
  54. gCoreThread().submit(true);
  55. }
  56. void RenderBeast::initializeCore()
  57. {
  58. RendererUtility::startUp();
  59. GpuResourcePool::startUp();
  60. IBLUtility::startUp<RenderBeastIBLUtility>();
  61. RendererTextures::startUp();
  62. mCoreOptions = bs_shared_ptr_new<RenderBeastOptions>();
  63. mScene = bs_shared_ptr_new<RendererScene>(mCoreOptions);
  64. mObjectRenderer = bs_new<ObjectRenderer>();
  65. mMainViewGroup = bs_new<RendererViewGroup>();
  66. StandardDeferred::startUp();
  67. RenderCompositor::registerNodeType<RCNodeSceneDepth>();
  68. RenderCompositor::registerNodeType<RCNodeGBuffer>();
  69. RenderCompositor::registerNodeType<RCNodeLightAccumulation>();
  70. RenderCompositor::registerNodeType<RCNodeSceneColor>();
  71. RenderCompositor::registerNodeType<RCNodeStandardDeferredLighting>();
  72. RenderCompositor::registerNodeType<RCNodeTiledDeferredLighting>();
  73. RenderCompositor::registerNodeType<RCNodeTiledDeferredIBL>();
  74. RenderCompositor::registerNodeType<RCNodeUnflattenLightAccum>();
  75. RenderCompositor::registerNodeType<RCNodeFinalResolve>();
  76. RenderCompositor::registerNodeType<RCNodeSkybox>();
  77. RenderCompositor::registerNodeType<RCNodeUnflattenSceneColor>();
  78. RenderCompositor::registerNodeType<RCNodePostProcess>();
  79. RenderCompositor::registerNodeType<RCNodeTonemapping>();
  80. RenderCompositor::registerNodeType<RCNodeGaussianDOF>();
  81. RenderCompositor::registerNodeType<RCNodeFXAA>();
  82. RenderCompositor::registerNodeType<RCNodeResolvedSceneDepth>();
  83. RenderCompositor::registerNodeType<RCNodeHiZ>();
  84. RenderCompositor::registerNodeType<RCNodeSSAO>();
  85. RenderCompositor::registerNodeType<RCNodeClusteredForward>();
  86. RenderCompositor::registerNodeType<RCNodeIndirectLighting>();
  87. RenderCompositor::registerNodeType<RCNodeSSR>();
  88. }
  89. void RenderBeast::destroyCore()
  90. {
  91. // Make sure all tasks finish first
  92. processTasks(true);
  93. if (mObjectRenderer != nullptr)
  94. bs_delete(mObjectRenderer);
  95. mScene = nullptr;
  96. RenderCompositor::cleanUp();
  97. StandardDeferred::shutDown();
  98. bs_delete(mMainViewGroup);
  99. RendererTextures::shutDown();
  100. IBLUtility::shutDown();
  101. GpuResourcePool::shutDown();
  102. RendererUtility::shutDown();
  103. }
  104. void RenderBeast::notifyRenderableAdded(Renderable* renderable)
  105. {
  106. mScene->registerRenderable(renderable);
  107. const SceneInfo& sceneInfo = mScene->getSceneInfo();
  108. RendererObject* rendererObject = sceneInfo.renderables[renderable->getRendererId()];
  109. for(auto& entry : rendererObject->elements)
  110. mObjectRenderer->initElement(*rendererObject, entry);
  111. }
  112. void RenderBeast::notifyRenderableRemoved(Renderable* renderable)
  113. {
  114. mScene->unregisterRenderable(renderable);
  115. }
  116. void RenderBeast::notifyRenderableUpdated(Renderable* renderable)
  117. {
  118. mScene->updateRenderable(renderable);
  119. }
  120. void RenderBeast::notifyLightAdded(Light* light)
  121. {
  122. mScene->registerLight(light);
  123. }
  124. void RenderBeast::notifyLightUpdated(Light* light)
  125. {
  126. mScene->updateLight(light);
  127. }
  128. void RenderBeast::notifyLightRemoved(Light* light)
  129. {
  130. mScene->unregisterLight(light);
  131. }
  132. void RenderBeast::notifyCameraAdded(Camera* camera)
  133. {
  134. mScene->registerCamera(camera);
  135. }
  136. void RenderBeast::notifyCameraUpdated(Camera* camera, UINT32 updateFlag)
  137. {
  138. mScene->updateCamera(camera, updateFlag);
  139. }
  140. void RenderBeast::notifyCameraRemoved(Camera* camera)
  141. {
  142. mScene->unregisterCamera(camera);
  143. }
  144. void RenderBeast::notifyReflectionProbeAdded(ReflectionProbe* probe)
  145. {
  146. mScene->registerReflectionProbe(probe);
  147. }
  148. void RenderBeast::notifyReflectionProbeUpdated(ReflectionProbe* probe, bool texture)
  149. {
  150. mScene->updateReflectionProbe(probe, texture);
  151. }
  152. void RenderBeast::notifyReflectionProbeRemoved(ReflectionProbe* probe)
  153. {
  154. mScene->unregisterReflectionProbe(probe);
  155. }
  156. void RenderBeast::notifyLightProbeVolumeAdded(LightProbeVolume* volume)
  157. {
  158. mScene->registerLightProbeVolume(volume);
  159. }
  160. void RenderBeast::notifyLightProbeVolumeUpdated(LightProbeVolume* volume)
  161. {
  162. mScene->updateLightProbeVolume(volume);
  163. }
  164. void RenderBeast::notifyLightProbeVolumeRemoved(LightProbeVolume* volume)
  165. {
  166. mScene->unregisterLightProbeVolume(volume);
  167. }
  168. void RenderBeast::notifySkyboxAdded(Skybox* skybox)
  169. {
  170. mScene->registerSkybox(skybox);
  171. }
  172. void RenderBeast::notifySkyboxRemoved(Skybox* skybox)
  173. {
  174. mScene->unregisterSkybox(skybox);
  175. }
  176. void RenderBeast::setOptions(const SPtr<RendererOptions>& options)
  177. {
  178. mOptions = std::static_pointer_cast<RenderBeastOptions>(options);
  179. mOptionsDirty = true;
  180. }
  181. SPtr<RendererOptions> RenderBeast::getOptions() const
  182. {
  183. return mOptions;
  184. }
  185. void RenderBeast::syncOptions(const RenderBeastOptions& options)
  186. {
  187. bool filteringChanged = mCoreOptions->filtering != options.filtering;
  188. if (options.filtering == RenderBeastFiltering::Anisotropic)
  189. filteringChanged |= mCoreOptions->anisotropyMax != options.anisotropyMax;
  190. if (filteringChanged)
  191. mScene->refreshSamplerOverrides(true);
  192. *mCoreOptions = options;
  193. mScene->setOptions(mCoreOptions);
  194. ShadowRendering& shadowRenderer = mMainViewGroup->getShadowRenderer();
  195. shadowRenderer.setShadowMapSize(mCoreOptions->shadowMapSize);
  196. }
  197. void RenderBeast::renderAll()
  198. {
  199. // Sync all dirty sim thread CoreObject data to core thread
  200. CoreObjectManager::instance().syncToCore();
  201. if (mOptionsDirty)
  202. {
  203. gCoreThread().queueCommand(std::bind(&RenderBeast::syncOptions, this, *mOptions));
  204. mOptionsDirty = false;
  205. }
  206. FrameTimings timings;
  207. timings.time = gTime().getTime();
  208. timings.timeDelta = gTime().getFrameDelta();
  209. timings.frameIdx = gTime().getFrameIdx();
  210. gCoreThread().queueCommand(std::bind(&RenderBeast::renderAllCore, this, timings));
  211. }
  212. void RenderBeast::renderAllCore(FrameTimings timings)
  213. {
  214. THROW_IF_NOT_CORE_THREAD;
  215. gProfilerGPU().beginFrame();
  216. gProfilerCPU().beginSample("renderAllCore");
  217. const SceneInfo& sceneInfo = mScene->getSceneInfo();
  218. // Note: I'm iterating over all sampler states every frame. If this ends up being a performance
  219. // issue consider handling this internally in ct::Material which can only do it when sampler states
  220. // are actually modified after sync
  221. mScene->refreshSamplerOverrides();
  222. // Update global per-frame hardware buffers
  223. mObjectRenderer->setParamFrameParams(timings.time);
  224. // Retrieve animation data
  225. AnimationManager::instance().waitUntilComplete();
  226. const RendererAnimationData& animData = AnimationManager::instance().getRendererData();
  227. sceneInfo.renderableReady.resize(sceneInfo.renderables.size(), false);
  228. sceneInfo.renderableReady.assign(sceneInfo.renderables.size(), false);
  229. FrameInfo frameInfo(timings, &animData);
  230. // Make sure any renderer tasks finish first, as rendering might depend on them
  231. processTasks(false);
  232. // Gather all views
  233. Vector<RendererView*> views;
  234. for (auto& rtInfo : sceneInfo.renderTargets)
  235. {
  236. SPtr<RenderTarget> target = rtInfo.target;
  237. const Vector<Camera*>& cameras = rtInfo.cameras;
  238. UINT32 numCameras = (UINT32)cameras.size();
  239. for (UINT32 i = 0; i < numCameras; i++)
  240. {
  241. UINT32 viewIdx = sceneInfo.cameraToView.at(cameras[i]);
  242. RendererView* viewInfo = sceneInfo.views[viewIdx];
  243. views.push_back(viewInfo);
  244. }
  245. }
  246. mMainViewGroup->setViews(views.data(), (UINT32)views.size());
  247. mMainViewGroup->determineVisibility(sceneInfo);
  248. // Update reflection probe array if required
  249. updateReflProbeArray();
  250. // Render everything
  251. renderViews(*mMainViewGroup, frameInfo);
  252. gProfilerGPU().endFrame();
  253. // Present render targets with back buffers
  254. for (auto& rtInfo : sceneInfo.renderTargets)
  255. {
  256. if(rtInfo.target->getProperties().isWindow())
  257. RenderAPI::instance().swapBuffers(rtInfo.target);
  258. }
  259. gProfilerCPU().endSample("renderAllCore");
  260. }
  261. void RenderBeast::renderViews(RendererViewGroup& viewGroup, const FrameInfo& frameInfo)
  262. {
  263. const SceneInfo& sceneInfo = mScene->getSceneInfo();
  264. const VisibilityInfo& visibility = viewGroup.getVisibilityInfo();
  265. // Render shadow maps
  266. ShadowRendering& shadowRenderer = viewGroup.getShadowRenderer();
  267. shadowRenderer.renderShadowMaps(*mScene, viewGroup, frameInfo);
  268. // Update various buffers required by each renderable
  269. UINT32 numRenderables = (UINT32)sceneInfo.renderables.size();
  270. for (UINT32 i = 0; i < numRenderables; i++)
  271. {
  272. if (!visibility.renderables[i])
  273. continue;
  274. mScene->prepareRenderable(i, frameInfo);
  275. }
  276. UINT32 numViews = viewGroup.getNumViews();
  277. for (UINT32 i = 0; i < numViews; i++)
  278. {
  279. RendererView* view = viewGroup.getView(i);
  280. const RenderSettings& settings = view->getRenderSettings();
  281. if (settings.overlayOnly)
  282. renderOverlay(*view);
  283. else
  284. renderView(viewGroup, *view, frameInfo);
  285. }
  286. }
  287. void RenderBeast::renderView(const RendererViewGroup& viewGroup, RendererView& view, const FrameInfo& frameInfo)
  288. {
  289. gProfilerCPU().beginSample("Render");
  290. const SceneInfo& sceneInfo = mScene->getSceneInfo();
  291. auto& viewProps = view.getProperties();
  292. SPtr<GpuParamBlockBuffer> perCameraBuffer = view.getPerViewBuffer();
  293. perCameraBuffer->flushToGPU();
  294. // Make sure light probe data is up to date
  295. if(view.getRenderSettings().enableIndirectLighting)
  296. mScene->updateLightProbes();
  297. view.beginFrame();
  298. RenderCompositorNodeInputs inputs(viewGroup, view, sceneInfo, *mCoreOptions, frameInfo);
  299. // Register callbacks
  300. if (viewProps.triggerCallbacks)
  301. {
  302. for(auto& extension : mCallbacks)
  303. {
  304. RenderLocation location = extension->getLocation();
  305. switch(location)
  306. {
  307. case RenderLocation::PreBasePass:
  308. inputs.extPreBasePass.push_back(extension);
  309. break;
  310. case RenderLocation::PostBasePass:
  311. inputs.extPostBasePass.push_back(extension);
  312. break;
  313. case RenderLocation::PostLightPass:
  314. inputs.extPostLighting.push_back(extension);
  315. break;
  316. case RenderLocation::Overlay:
  317. inputs.extOverlay.push_back(extension);
  318. break;
  319. }
  320. }
  321. }
  322. const RenderCompositor& compositor = view.getCompositor();
  323. compositor.execute(inputs);
  324. view.endFrame();
  325. gProfilerCPU().endSample("Render");
  326. }
  327. void RenderBeast::renderOverlay(RendererView& view)
  328. {
  329. gProfilerCPU().beginSample("RenderOverlay");
  330. view.getPerViewBuffer()->flushToGPU();
  331. view.beginFrame();
  332. auto& viewProps = view.getProperties();
  333. const Camera* camera = view.getSceneCamera();
  334. SPtr<RenderTarget> target = viewProps.target;
  335. SPtr<Viewport> viewport = camera->getViewport();
  336. UINT32 clearBuffers = 0;
  337. if (viewport->getRequiresColorClear())
  338. clearBuffers |= FBT_COLOR;
  339. if (viewport->getRequiresDepthClear())
  340. clearBuffers |= FBT_DEPTH;
  341. if (viewport->getRequiresStencilClear())
  342. clearBuffers |= FBT_STENCIL;
  343. if (clearBuffers != 0)
  344. {
  345. RenderAPI::instance().setRenderTarget(target);
  346. RenderAPI::instance().clearViewport(clearBuffers, viewport->getClearColor(),
  347. viewport->getClearDepthValue(), viewport->getClearStencilValue());
  348. }
  349. else
  350. RenderAPI::instance().setRenderTarget(target, 0, RT_COLOR0);
  351. RenderAPI::instance().setViewport(viewport->getNormArea());
  352. // Trigger overlay callbacks
  353. auto iterRenderCallback = mCallbacks.begin();
  354. while (iterRenderCallback != mCallbacks.end())
  355. {
  356. RendererExtension* extension = *iterRenderCallback;
  357. if (extension->getLocation() != RenderLocation::Overlay)
  358. {
  359. ++iterRenderCallback;
  360. continue;
  361. }
  362. if (extension->check(*camera))
  363. extension->render(*camera);
  364. ++iterRenderCallback;
  365. }
  366. view.endFrame();
  367. gProfilerCPU().endSample("RenderOverlay");
  368. }
  369. void RenderBeast::updateReflProbeArray()
  370. {
  371. SceneInfo& sceneInfo = mScene->_getSceneInfo();
  372. UINT32 numProbes = (UINT32)sceneInfo.reflProbes.size();
  373. bs_frame_mark();
  374. {
  375. UINT32 currentCubeArraySize = 0;
  376. if(sceneInfo.reflProbeCubemapsTex != nullptr)
  377. currentCubeArraySize = sceneInfo.reflProbeCubemapsTex->getProperties().getNumArraySlices();
  378. bool forceArrayUpdate = false;
  379. if(sceneInfo.reflProbeCubemapsTex == nullptr || (currentCubeArraySize < numProbes && currentCubeArraySize != MaxReflectionCubemaps))
  380. {
  381. TEXTURE_DESC cubeMapDesc;
  382. cubeMapDesc.type = TEX_TYPE_CUBE_MAP;
  383. cubeMapDesc.format = PF_RG11B10F;
  384. cubeMapDesc.width = IBLUtility::REFLECTION_CUBEMAP_SIZE;
  385. cubeMapDesc.height = IBLUtility::REFLECTION_CUBEMAP_SIZE;
  386. cubeMapDesc.numMips = PixelUtil::getMaxMipmaps(cubeMapDesc.width, cubeMapDesc.height, 1, cubeMapDesc.format);
  387. cubeMapDesc.numArraySlices = std::min(MaxReflectionCubemaps, numProbes + 4); // Keep a few empty entries
  388. sceneInfo.reflProbeCubemapsTex = Texture::create(cubeMapDesc);
  389. forceArrayUpdate = true;
  390. }
  391. auto& cubemapArrayProps = sceneInfo.reflProbeCubemapsTex->getProperties();
  392. FrameQueue<UINT32> emptySlots;
  393. for (UINT32 i = 0; i < numProbes; i++)
  394. {
  395. const RendererReflectionProbe& probeInfo = sceneInfo.reflProbes[i];
  396. if (probeInfo.arrayIdx > MaxReflectionCubemaps)
  397. continue;
  398. if(probeInfo.arrayDirty || forceArrayUpdate)
  399. {
  400. SPtr<Texture> texture = probeInfo.probe->getFilteredTexture();
  401. if (texture == nullptr)
  402. continue;
  403. auto& srcProps = texture->getProperties();
  404. bool isValid = srcProps.getWidth() == IBLUtility::REFLECTION_CUBEMAP_SIZE &&
  405. srcProps.getHeight() == IBLUtility::REFLECTION_CUBEMAP_SIZE &&
  406. srcProps.getNumMipmaps() == cubemapArrayProps.getNumMipmaps() &&
  407. srcProps.getTextureType() == TEX_TYPE_CUBE_MAP;
  408. if(!isValid)
  409. {
  410. if (!probeInfo.errorFlagged)
  411. {
  412. String errMsg = StringUtil::format("Cubemap texture invalid to use as a reflection cubemap. "
  413. "Check texture size (must be {0}x{0}) and mip-map count",
  414. IBLUtility::REFLECTION_CUBEMAP_SIZE);
  415. LOGERR(errMsg);
  416. probeInfo.errorFlagged = true;
  417. }
  418. }
  419. else
  420. {
  421. for(UINT32 face = 0; face < 6; face++)
  422. for(UINT32 mip = 0; mip <= srcProps.getNumMipmaps(); mip++)
  423. texture->copy(sceneInfo.reflProbeCubemapsTex, face, mip, probeInfo.arrayIdx * 6 + face, mip);
  424. }
  425. mScene->setReflectionProbeArrayIndex(i, probeInfo.arrayIdx, true);
  426. }
  427. // Note: Consider pruning the reflection cubemap array if empty slot count becomes too high
  428. }
  429. }
  430. bs_frame_clear();
  431. }
  432. void RenderBeast::captureSceneCubeMap(const SPtr<Texture>& cubemap, const Vector3& position,
  433. const CaptureSettings& settings)
  434. {
  435. const SceneInfo& sceneInfo = mScene->getSceneInfo();
  436. auto& texProps = cubemap->getProperties();
  437. Matrix4 projTransform = Matrix4::projectionPerspective(Degree(90.0f), 1.0f, 0.05f, 1000.0f);
  438. ConvexVolume localFrustum(projTransform);
  439. RenderAPI::instance().convertProjectionMatrix(projTransform, projTransform);
  440. RENDERER_VIEW_DESC viewDesc;
  441. viewDesc.target.clearFlags = FBT_COLOR | FBT_DEPTH;
  442. viewDesc.target.clearColor = Color::Black;
  443. viewDesc.target.clearDepthValue = 1.0f;
  444. viewDesc.target.clearStencilValue = 0;
  445. viewDesc.target.nrmViewRect = Rect2(0, 0, 1.0f, 1.0f);
  446. viewDesc.target.viewRect = Rect2I(0, 0, texProps.getWidth(), texProps.getHeight());
  447. viewDesc.target.targetWidth = texProps.getWidth();
  448. viewDesc.target.targetHeight = texProps.getHeight();
  449. viewDesc.target.numSamples = 1;
  450. viewDesc.triggerCallbacks = false;
  451. viewDesc.runPostProcessing = false;
  452. viewDesc.renderingReflections = true;
  453. viewDesc.encodeDepth = settings.encodeDepth;
  454. viewDesc.depthEncodeNear = settings.depthEncodeNear;
  455. viewDesc.depthEncodeFar = settings.depthEncodeFar;
  456. viewDesc.visibleLayers = 0xFFFFFFFFFFFFFFFF;
  457. viewDesc.nearPlane = 0.5f;
  458. viewDesc.farPlane = 1000.0f;
  459. viewDesc.flipView = RenderAPI::instance().getAPIInfo().isFlagSet(RenderAPIFeatureFlag::UVYAxisUp);
  460. viewDesc.viewOrigin = position;
  461. viewDesc.projTransform = projTransform;
  462. viewDesc.projType = PT_PERSPECTIVE;
  463. viewDesc.stateReduction = mCoreOptions->stateReductionMode;
  464. viewDesc.sceneCamera = nullptr;
  465. SPtr<RenderSettings> renderSettings = bs_shared_ptr_new<RenderSettings>();
  466. renderSettings->enableHDR = settings.hdr;
  467. renderSettings->enableShadows = true;
  468. renderSettings->enableIndirectLighting = false;
  469. renderSettings->screenSpaceReflections.enabled = false;
  470. renderSettings->ambientOcclusion.enabled = false;
  471. Matrix4 viewOffsetMat = Matrix4::translation(-position);
  472. RendererView views[6];
  473. for(UINT32 i = 0; i < 6; i++)
  474. {
  475. // Calculate view matrix
  476. Matrix3 viewRotationMat;
  477. Vector3 forward;
  478. Vector3 up = Vector3::UNIT_Y;
  479. switch (i)
  480. {
  481. case CF_PositiveX:
  482. forward = Vector3::UNIT_X;
  483. break;
  484. case CF_NegativeX:
  485. forward = -Vector3::UNIT_X;
  486. break;
  487. case CF_PositiveY:
  488. forward = Vector3::UNIT_Y;
  489. up = -Vector3::UNIT_Z;
  490. break;
  491. case CF_NegativeY:
  492. forward = -Vector3::UNIT_Y;
  493. up = Vector3::UNIT_Z;
  494. break;
  495. case CF_PositiveZ:
  496. forward = Vector3::UNIT_Z;
  497. break;
  498. case CF_NegativeZ:
  499. forward = -Vector3::UNIT_Z;
  500. break;
  501. }
  502. Vector3 right = Vector3::cross(up, forward);
  503. viewRotationMat = Matrix3(right, up, forward);
  504. viewDesc.viewDirection = forward;
  505. viewDesc.viewTransform = Matrix4(viewRotationMat) * viewOffsetMat;
  506. // Calculate world frustum for culling
  507. const Vector<Plane>& frustumPlanes = localFrustum.getPlanes();
  508. Matrix4 worldMatrix = viewDesc.viewTransform.transpose();
  509. Vector<Plane> worldPlanes(frustumPlanes.size());
  510. UINT32 j = 0;
  511. for (auto& plane : frustumPlanes)
  512. {
  513. worldPlanes[j] = worldMatrix.multiplyAffine(plane);
  514. j++;
  515. }
  516. viewDesc.cullFrustum = ConvexVolume(worldPlanes);
  517. // Set up face render target
  518. RENDER_TEXTURE_DESC cubeFaceRTDesc;
  519. cubeFaceRTDesc.colorSurfaces[0].texture = cubemap;
  520. cubeFaceRTDesc.colorSurfaces[0].face = i;
  521. cubeFaceRTDesc.colorSurfaces[0].numFaces = 1;
  522. viewDesc.target.target = RenderTexture::create(cubeFaceRTDesc);
  523. views[i].setView(viewDesc);
  524. views[i].setRenderSettings(renderSettings);
  525. views[i].updatePerViewBuffer();
  526. }
  527. RendererView* viewPtrs[] = { &views[0], &views[1], &views[2], &views[3], &views[4], &views[5] };
  528. RendererViewGroup viewGroup(viewPtrs, 6, mCoreOptions->shadowMapSize);
  529. viewGroup.determineVisibility(sceneInfo);
  530. FrameInfo frameInfo({ 0.0f, 1.0f / 60.0f, 0 });
  531. renderViews(viewGroup, frameInfo);
  532. // Make sure the render texture is available for reads
  533. RenderAPI::instance().setRenderTarget(nullptr);
  534. }
  535. }}