BsRenderBeast.cpp 30 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. 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. mPointLightMat = bs_new<PointLightMat>();
  68. mDirLightMat = bs_new<DirectionalLightMat>();
  69. RenderTexturePool::startUp();
  70. }
  71. void RenderBeast::destroyCore()
  72. {
  73. if (mStaticHandler != nullptr)
  74. bs_delete(mStaticHandler);
  75. mRenderTargets.clear();
  76. mCameraData.clear();
  77. mRenderables.clear();
  78. RenderTexturePool::shutDown();
  79. bs_delete(mDefaultMaterial);
  80. bs_delete(mPointLightMat);
  81. bs_delete(mDirLightMat);
  82. RendererUtility::shutDown();
  83. assert(mSamplerOverrides.empty());
  84. }
  85. void RenderBeast::_notifyRenderableAdded(RenderableCore* renderable)
  86. {
  87. UINT32 renderableId = (UINT32)mRenderables.size();
  88. renderable->setRendererId(renderableId);
  89. mRenderables.push_back(RenderableData());
  90. mRenderableShaderData.push_back(RenderableShaderData());
  91. mWorldBounds.push_back(renderable->getBounds());
  92. RenderableData& renderableData = mRenderables.back();
  93. renderableData.renderable = renderable;
  94. RenderableShaderData& shaderData = mRenderableShaderData.back();
  95. shaderData.worldTransform = renderable->getTransform();
  96. shaderData.invWorldTransform = shaderData.worldTransform.inverseAffine();
  97. shaderData.worldNoScaleTransform = renderable->getTransformNoScale();
  98. shaderData.invWorldNoScaleTransform = shaderData.worldNoScaleTransform.inverseAffine();
  99. shaderData.worldDeterminantSign = shaderData.worldTransform.determinant3x3() >= 0.0f ? 1.0f : -1.0f;
  100. if (renderable->getRenderableType() == RenType_LitTextured)
  101. renderableData.controller = mStaticHandler;
  102. else
  103. renderableData.controller = nullptr;
  104. SPtr<MeshCore> mesh = renderable->getMesh();
  105. if (mesh != nullptr)
  106. {
  107. const MeshProperties& meshProps = mesh->getProperties();
  108. SPtr<VertexDeclarationCore> vertexDecl = mesh->getVertexData()->vertexDeclaration;
  109. for (UINT32 i = 0; i < meshProps.getNumSubMeshes(); i++)
  110. {
  111. renderableData.elements.push_back(BeastRenderableElement());
  112. BeastRenderableElement& renElement = renderableData.elements.back();
  113. renElement.mesh = mesh;
  114. renElement.subMesh = meshProps.getSubMesh(i);
  115. renElement.renderableId = renderableId;
  116. renElement.material = renderable->getMaterial(i);
  117. if (renElement.material == nullptr)
  118. renElement.material = renderable->getMaterial(0);
  119. if (renElement.material->getShader() == nullptr)
  120. renElement.material = nullptr;
  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
  143. if (renElement.material == nullptr)
  144. renElement.material = mDefaultMaterial->getMaterial();
  145. auto iterFind = mSamplerOverrides.find(renElement.material);
  146. if (iterFind != mSamplerOverrides.end())
  147. {
  148. renElement.samplerOverrides = iterFind->second;
  149. iterFind->second->refCount++;
  150. }
  151. else
  152. {
  153. MaterialSamplerOverrides* samplerOverrides = SamplerOverrideUtility::generateSamplerOverrides(renElement.material, mCoreOptions);
  154. mSamplerOverrides[renElement.material] = samplerOverrides;
  155. renElement.samplerOverrides = samplerOverrides;
  156. samplerOverrides->refCount++;
  157. }
  158. if (renderableData.controller != nullptr)
  159. renderableData.controller->initializeRenderElem(renElement);
  160. }
  161. }
  162. }
  163. void RenderBeast::_notifyRenderableRemoved(RenderableCore* renderable)
  164. {
  165. UINT32 renderableId = renderable->getRendererId();
  166. RenderableCore* lastRenerable = mRenderables.back().renderable;
  167. UINT32 lastRenderableId = lastRenerable->getRendererId();
  168. Vector<BeastRenderableElement>& elements = mRenderables[renderableId].elements;
  169. for (auto& element : elements)
  170. {
  171. auto iterFind = mSamplerOverrides.find(element.material);
  172. assert(iterFind != mSamplerOverrides.end());
  173. MaterialSamplerOverrides* samplerOverrides = iterFind->second;
  174. samplerOverrides->refCount--;
  175. if (samplerOverrides->refCount == 0)
  176. {
  177. SamplerOverrideUtility::destroySamplerOverrides(samplerOverrides);
  178. mSamplerOverrides.erase(iterFind);
  179. }
  180. element.samplerOverrides = nullptr;
  181. }
  182. if (renderableId != lastRenderableId)
  183. {
  184. // Swap current last element with the one we want to erase
  185. std::swap(mRenderables[renderableId], mRenderables[lastRenderableId]);
  186. std::swap(mWorldBounds[renderableId], mWorldBounds[lastRenderableId]);
  187. std::swap(mRenderableShaderData[renderableId], mRenderableShaderData[lastRenderableId]);
  188. lastRenerable->setRendererId(renderableId);
  189. Vector<BeastRenderableElement>& lastRenderableElements = mRenderables[renderableId].elements;
  190. for (auto& element : elements)
  191. element.renderableId = renderableId;
  192. }
  193. // Last element is the one we want to erase
  194. mRenderables.erase(mRenderables.end() - 1);
  195. mWorldBounds.erase(mWorldBounds.end() - 1);
  196. mRenderableShaderData.erase(mRenderableShaderData.end() - 1);
  197. }
  198. void RenderBeast::_notifyRenderableUpdated(RenderableCore* renderable)
  199. {
  200. UINT32 renderableId = renderable->getRendererId();
  201. RenderableShaderData& shaderData = mRenderableShaderData[renderableId];
  202. shaderData.worldTransform = renderable->getTransform();
  203. shaderData.invWorldTransform = shaderData.worldTransform.inverseAffine();
  204. shaderData.worldNoScaleTransform = renderable->getTransformNoScale();
  205. shaderData.invWorldNoScaleTransform = shaderData.worldNoScaleTransform.inverseAffine();
  206. shaderData.worldDeterminantSign = shaderData.worldTransform.determinant3x3() >= 0.0f ? 1.0f : -1.0f;
  207. mWorldBounds[renderableId] = renderable->getBounds();
  208. }
  209. void RenderBeast::_notifyLightAdded(LightCore* light)
  210. {
  211. if (light->getType() == LightType::Directional)
  212. {
  213. UINT32 lightId = (UINT32)mDirectionalLights.size();
  214. light->setRendererId(lightId);
  215. mDirectionalLights.push_back(LightData());
  216. LightData& lightData = mDirectionalLights.back();
  217. lightData.internal = light;
  218. }
  219. else
  220. {
  221. UINT32 lightId = (UINT32)mPointLights.size();
  222. light->setRendererId(lightId);
  223. mPointLights.push_back(LightData());
  224. mLightWorldBounds.push_back(light->getBounds());
  225. LightData& lightData = mPointLights.back();
  226. lightData.internal = light;
  227. }
  228. }
  229. void RenderBeast::_notifyLightUpdated(LightCore* light)
  230. {
  231. UINT32 lightId = light->getRendererId();
  232. if (light->getType() != LightType::Directional)
  233. mLightWorldBounds[lightId] = light->getBounds();
  234. }
  235. void RenderBeast::_notifyLightRemoved(LightCore* light)
  236. {
  237. UINT32 lightId = light->getRendererId();
  238. if (light->getType() == LightType::Directional)
  239. {
  240. LightCore* lastLight = mDirectionalLights.back().internal;
  241. UINT32 lastLightId = lastLight->getRendererId();
  242. if (lightId != lastLightId)
  243. {
  244. // Swap current last element with the one we want to erase
  245. std::swap(mDirectionalLights[lightId], mDirectionalLights[lastLightId]);
  246. lastLight->setRendererId(lightId);
  247. }
  248. // Last element is the one we want to erase
  249. mDirectionalLights.erase(mDirectionalLights.end() - 1);
  250. }
  251. else
  252. {
  253. LightCore* lastLight = mPointLights.back().internal;
  254. UINT32 lastLightId = lastLight->getRendererId();
  255. if (lightId != lastLightId)
  256. {
  257. // Swap current last element with the one we want to erase
  258. std::swap(mPointLights[lightId], mPointLights[lastLightId]);
  259. std::swap(mLightWorldBounds[lightId], mLightWorldBounds[lastLightId]);
  260. lastLight->setRendererId(lightId);
  261. }
  262. // Last element is the one we want to erase
  263. mPointLights.erase(mPointLights.end() - 1);
  264. mLightWorldBounds.erase(mLightWorldBounds.end() - 1);
  265. }
  266. }
  267. void RenderBeast::_notifyCameraAdded(const CameraCore* camera)
  268. {
  269. CameraData& camData = mCameraData[camera];
  270. camData.opaqueQueue = bs_shared_ptr_new<RenderQueue>(mCoreOptions->stateReductionMode);
  271. StateReduction transparentStateReduction = mCoreOptions->stateReductionMode;
  272. if (transparentStateReduction == StateReduction::Material)
  273. transparentStateReduction = StateReduction::Distance; // Transparent object MUST be sorted by distance
  274. camData.transparentQueue = bs_shared_ptr_new<RenderQueue>(transparentStateReduction);
  275. // Register in render target list
  276. SPtr<RenderTargetCore> renderTarget = camera->getViewport()->getTarget();
  277. if (renderTarget == nullptr)
  278. return;
  279. auto findIter = std::find_if(mRenderTargets.begin(), mRenderTargets.end(),
  280. [&](const RenderTargetData& x) { return x.target == renderTarget; });
  281. if (findIter != mRenderTargets.end())
  282. {
  283. findIter->cameras.push_back(camera);
  284. }
  285. else
  286. {
  287. mRenderTargets.push_back(RenderTargetData());
  288. RenderTargetData& renderTargetData = mRenderTargets.back();
  289. renderTargetData.target = renderTarget;
  290. renderTargetData.cameras.push_back(camera);
  291. }
  292. // Sort render targets based on priority
  293. auto cameraComparer = [&](const CameraCore* a, const CameraCore* b) { return a->getPriority() > b->getPriority(); };
  294. auto renderTargetInfoComparer = [&](const RenderTargetData& a, const RenderTargetData& b)
  295. { return a.target->getProperties().getPriority() > b.target->getProperties().getPriority(); };
  296. std::sort(begin(mRenderTargets), end(mRenderTargets), renderTargetInfoComparer);
  297. for (auto& camerasPerTarget : mRenderTargets)
  298. {
  299. Vector<const CameraCore*>& cameras = camerasPerTarget.cameras;
  300. std::sort(begin(cameras), end(cameras), cameraComparer);
  301. }
  302. }
  303. void RenderBeast::_notifyCameraRemoved(const CameraCore* camera)
  304. {
  305. mCameraData.erase(camera);
  306. // Remove from render target list
  307. for (auto iterTarget = mRenderTargets.begin(); iterTarget != mRenderTargets.end(); ++iterTarget)
  308. {
  309. RenderTargetData& target = *iterTarget;
  310. for (auto iterCam = target.cameras.begin(); iterCam != target.cameras.end(); ++iterCam)
  311. {
  312. if (camera == *iterCam)
  313. {
  314. target.cameras.erase(iterCam);
  315. break;
  316. }
  317. }
  318. if (target.cameras.empty())
  319. {
  320. mRenderTargets.erase(iterTarget);
  321. break;
  322. }
  323. }
  324. }
  325. void RenderBeast::setOptions(const SPtr<CoreRendererOptions>& options)
  326. {
  327. mOptions = std::static_pointer_cast<RenderBeastOptions>(options);
  328. mOptionsDirty = true;
  329. }
  330. SPtr<CoreRendererOptions> RenderBeast::getOptions() const
  331. {
  332. return mOptions;
  333. }
  334. void RenderBeast::renderAll()
  335. {
  336. // Sync all dirty sim thread CoreObject data to core thread
  337. CoreObjectManager::instance().syncToCore(gCoreAccessor());
  338. if (mOptionsDirty)
  339. {
  340. gCoreAccessor().queueCommand(std::bind(&RenderBeast::syncRenderOptions, this, *mOptions));
  341. mOptionsDirty = false;
  342. }
  343. gCoreAccessor().queueCommand(std::bind(&RenderBeast::renderAllCore, this, gTime().getTime()));
  344. }
  345. void RenderBeast::syncRenderOptions(const RenderBeastOptions& options)
  346. {
  347. bool filteringChanged = mCoreOptions->filtering != options.filtering;
  348. if (options.filtering == RenderBeastFiltering::Anisotropic)
  349. filteringChanged |= mCoreOptions->anisotropyMax != options.anisotropyMax;
  350. if (filteringChanged)
  351. refreshSamplerOverrides(true);
  352. *mCoreOptions = options;
  353. for (auto& cameraData : mCameraData)
  354. {
  355. cameraData.second.opaqueQueue->setStateReduction(mCoreOptions->stateReductionMode);
  356. StateReduction transparentStateReduction = mCoreOptions->stateReductionMode;
  357. if (transparentStateReduction == StateReduction::Material)
  358. transparentStateReduction = StateReduction::Distance; // Transparent object MUST be sorted by distance
  359. cameraData.second.transparentQueue->setStateReduction(transparentStateReduction);
  360. }
  361. }
  362. void RenderBeast::renderAllCore(float time)
  363. {
  364. THROW_IF_NOT_CORE_THREAD;
  365. // Note: I'm iterating over all sampler states every frame. If this ends up being a performance
  366. // issue consider handling this internally in MaterialCore which can only do it when sampler states
  367. // are actually modified after sync
  368. refreshSamplerOverrides();
  369. // Update global per-frame hardware buffers
  370. mStaticHandler->updatePerFrameBuffers(time);
  371. // Generate render queues per camera
  372. for (auto& cameraData : mCameraData)
  373. {
  374. const CameraCore* camera = cameraData.first;
  375. determineVisible(*camera);
  376. }
  377. // Render everything, target by target
  378. for (auto& renderTargetData : mRenderTargets)
  379. {
  380. SPtr<RenderTargetCore> target = renderTargetData.target;
  381. Vector<const CameraCore*>& cameras = renderTargetData.cameras;
  382. RenderAPICore::instance().beginFrame();
  383. UINT32 numCameras = (UINT32)cameras.size();
  384. for (UINT32 i = 0; i < numCameras; i++)
  385. render(renderTargetData, i);
  386. RenderAPICore::instance().endFrame();
  387. RenderAPICore::instance().swapBuffers(target);
  388. }
  389. }
  390. void RenderBeast::render(RenderTargetData& rtData, UINT32 camIdx)
  391. {
  392. const CameraCore* camera = rtData.cameras[camIdx];
  393. CameraData& camData = mCameraData[camera];
  394. SPtr<ViewportCore> viewport = camera->getViewport();
  395. CameraShaderData cameraShaderData = getCameraShaderData(*camera);
  396. mStaticHandler->updatePerCameraBuffers(cameraShaderData);
  397. // Render scene objects to g-buffer if there are any
  398. const Vector<RenderQueueElement>& opaqueElements = camData.opaqueQueue->getSortedElements();
  399. bool hasGBuffer = opaqueElements.size() > 0;
  400. if (hasGBuffer)
  401. {
  402. bool createGBuffer = camData.gbuffer == nullptr ||
  403. camData.gbuffer->getHDR() != mCoreOptions->hdr ||
  404. camData.gbuffer->getNumSamples() != mCoreOptions->msaa;
  405. if (createGBuffer)
  406. camData.gbuffer = RenderTargets::create(*viewport, mCoreOptions->hdr, mCoreOptions->msaa);
  407. camData.gbuffer->bind();
  408. UINT32 clearBuffers = FBT_COLOR | FBT_DEPTH | FBT_STENCIL;
  409. RenderAPICore::instance().clearViewport(clearBuffers, Color::ZERO, 1.0f, 0);
  410. for (auto iter = opaqueElements.begin(); iter != opaqueElements.end(); ++iter)
  411. {
  412. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  413. SPtr<MaterialCore> material = renderElem->material;
  414. UINT32 rendererId = renderElem->renderableId;
  415. Matrix4 worldViewProjMatrix = cameraShaderData.viewProj * mRenderableShaderData[rendererId].worldTransform;
  416. mStaticHandler->updatePerObjectBuffers(*renderElem, mRenderableShaderData[rendererId], worldViewProjMatrix);
  417. mStaticHandler->bindGlobalBuffers(*renderElem); // Note: If I can keep global buffer slot indexes the same between shaders I could only bind these once
  418. mStaticHandler->bindPerObjectBuffers(*renderElem);
  419. if (iter->applyPass)
  420. {
  421. SPtr<PassCore> pass = material->getPass(iter->passIdx);
  422. setPass(pass);
  423. }
  424. SPtr<PassParametersCore> passParams = material->getPassParameters(iter->passIdx);
  425. if (renderElem->samplerOverrides != nullptr)
  426. setPassParams(passParams, &renderElem->samplerOverrides->passes[iter->passIdx]);
  427. else
  428. setPassParams(passParams, nullptr);
  429. gRendererUtility().draw(iter->renderElem->mesh, iter->renderElem->subMesh);
  430. }
  431. camData.gbuffer->unbind();
  432. }
  433. else
  434. camData.gbuffer = nullptr;
  435. // Prepare final render target
  436. SPtr<RenderTargetCore> target = rtData.target;
  437. RenderAPICore::instance().setRenderTarget(target);
  438. RenderAPICore::instance().setViewport(viewport->getNormArea());
  439. // If first camera in render target, prepare the render target
  440. if (camIdx == 0)
  441. {
  442. UINT32 clearBuffers = 0;
  443. if (viewport->getRequiresColorClear())
  444. clearBuffers |= FBT_COLOR;
  445. if (viewport->getRequiresDepthClear())
  446. clearBuffers |= FBT_DEPTH;
  447. if (viewport->getRequiresStencilClear())
  448. clearBuffers |= FBT_STENCIL;
  449. if (clearBuffers != 0)
  450. RenderAPICore::instance().clearViewport(clearBuffers, viewport->getClearColor(), viewport->getClearDepthValue(), viewport->getClearStencilValue());
  451. }
  452. // Trigger pre-scene callbacks
  453. auto iterCameraCallbacks = mRenderCallbacks.find(camera);
  454. if (iterCameraCallbacks != mRenderCallbacks.end())
  455. {
  456. for (auto& callbackPair : iterCameraCallbacks->second)
  457. {
  458. if (callbackPair.first >= 0)
  459. break;
  460. callbackPair.second();
  461. }
  462. }
  463. // Render lights and resolve gbuffer if there is one
  464. if (hasGBuffer)
  465. {
  466. // TODO - Need to handle a case when GBuffer has MSAA but scene target has not
  467. SPtr<MaterialCore> dirMaterial = mDirLightMat->getMaterial();
  468. SPtr<PassCore> dirPass = dirMaterial->getPass(0);
  469. setPass(dirPass);
  470. mDirLightMat->setGBuffer(camData.gbuffer);
  471. for (auto& light : mDirectionalLights)
  472. {
  473. if (!light.internal->getIsActive())
  474. continue;
  475. mDirLightMat->setParameters(light.internal);
  476. // TODO - Bind parameters to the pipeline manually as I don't need to re-bind gbuffer textures for every light
  477. setPassParams(dirMaterial->getPassParameters(0), nullptr);
  478. gRendererUtility().drawScreenQuad(*viewport);
  479. }
  480. SPtr<MaterialCore> pointMaterial = mPointLightMat->getMaterial();
  481. SPtr<PassCore> pointPass = pointMaterial->getPass(0);
  482. setPass(pointPass);
  483. mPointLightMat->setGBuffer(camData.gbuffer);
  484. // TODO - Cull lights based on visibility, right now I just iterate over all of them.
  485. for (auto& light : mPointLights)
  486. {
  487. if (!light.internal->getIsActive())
  488. continue;
  489. mPointLightMat->setParameters(light.internal);
  490. // TODO - Bind parameters to the pipeline manually as I don't need to re-bind gbuffer textures for every light
  491. setPassParams(dirMaterial->getPassParameters(0), nullptr);
  492. SPtr<MeshCore> mesh = light.internal->getMesh();
  493. gRendererUtility().draw(mesh, mesh->getProperties().getSubMesh(0));
  494. }
  495. // TODO - Resolve to render target if it was MSAA (Later: Manual resolve during deferred light pass?)
  496. }
  497. // Render transparent objects (TODO - No lighting yet)
  498. const Vector<RenderQueueElement>& transparentElements = camData.transparentQueue->getSortedElements();
  499. for (auto iter = transparentElements.begin(); iter != transparentElements.end(); ++iter)
  500. {
  501. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  502. SPtr<MaterialCore> material = renderElem->material;
  503. UINT32 rendererId = renderElem->renderableId;
  504. Matrix4 worldViewProjMatrix = cameraShaderData.viewProj * mRenderableShaderData[rendererId].worldTransform;
  505. mStaticHandler->updatePerObjectBuffers(*renderElem, mRenderableShaderData[rendererId], worldViewProjMatrix);
  506. mStaticHandler->bindGlobalBuffers(*renderElem); // Note: If I can keep global buffer slot indexes the same between shaders I could only bind these once
  507. mStaticHandler->bindPerObjectBuffers(*renderElem);
  508. if (iter->applyPass)
  509. {
  510. SPtr<PassCore> pass = material->getPass(iter->passIdx);
  511. setPass(pass);
  512. }
  513. SPtr<PassParametersCore> passParams = material->getPassParameters(iter->passIdx);
  514. if (renderElem->samplerOverrides != nullptr)
  515. setPassParams(passParams, &renderElem->samplerOverrides->passes[iter->passIdx]);
  516. else
  517. setPassParams(passParams, nullptr);
  518. gRendererUtility().draw(iter->renderElem->mesh, iter->renderElem->subMesh);
  519. }
  520. camData.opaqueQueue->clear();
  521. camData.transparentQueue->clear();
  522. // Render post-scene callbacks
  523. if (iterCameraCallbacks != mRenderCallbacks.end())
  524. {
  525. for (auto& callbackPair : iterCameraCallbacks->second)
  526. {
  527. if (callbackPair.first < 0)
  528. continue;
  529. callbackPair.second();
  530. }
  531. }
  532. }
  533. void RenderBeast::determineVisible(const CameraCore& camera)
  534. {
  535. CameraData& cameraData = mCameraData[&camera];
  536. UINT64 cameraLayers = camera.getLayers();
  537. ConvexVolume worldFrustum = camera.getWorldFrustum();
  538. // Update per-object param buffers and queue render elements
  539. for (auto& renderableData : mRenderables)
  540. {
  541. RenderableCore* renderable = renderableData.renderable;
  542. RenderableHandler* controller = renderableData.controller;
  543. UINT32 renderableType = renderable->getRenderableType();
  544. UINT32 rendererId = renderable->getRendererId();
  545. if ((renderable->getLayer() & cameraLayers) == 0)
  546. continue;
  547. // Do frustum culling
  548. // TODO - This is bound to be a bottleneck at some point. When it is ensure that intersect
  549. // methods use vector operations, as it is trivial to update them.
  550. const Sphere& boundingSphere = mWorldBounds[rendererId].getSphere();
  551. if (worldFrustum.intersects(boundingSphere))
  552. {
  553. // More precise with the box
  554. const AABox& boundingBox = mWorldBounds[rendererId].getBox();
  555. if (worldFrustum.intersects(boundingBox))
  556. {
  557. float distanceToCamera = (camera.getPosition() - boundingBox.getCenter()).length();
  558. for (auto& renderElem : renderableData.elements)
  559. {
  560. bool isTransparent = (renderElem.material->getShader()->getFlags() & (UINT32)ShaderFlags::Transparent) != 0;
  561. if (isTransparent)
  562. cameraData.transparentQueue->add(&renderElem, distanceToCamera);
  563. else
  564. cameraData.opaqueQueue->add(&renderElem, distanceToCamera);
  565. }
  566. }
  567. }
  568. }
  569. cameraData.opaqueQueue->sort();
  570. cameraData.transparentQueue->sort();
  571. }
  572. Vector2 RenderBeast::getDeviceZTransform(const Matrix4& projMatrix)
  573. {
  574. Vector2 output;
  575. output.x = 1.0f / projMatrix[2][2];
  576. output.y = projMatrix[2][3] / projMatrix[2][2];
  577. return output;
  578. }
  579. CameraShaderData RenderBeast::getCameraShaderData(const CameraCore& camera)
  580. {
  581. CameraShaderData data;
  582. data.proj = camera.getProjectionMatrixRS();
  583. data.view = camera.getViewMatrix();
  584. data.viewProj = data.proj * data.view;
  585. data.invProj = data.proj.inverse();
  586. data.viewDir = camera.getForward();
  587. data.viewOrigin = camera.getPosition();
  588. data.deviceZToWorldZ = getDeviceZTransform(data.proj);
  589. SPtr<ViewportCore> viewport = camera.getViewport();
  590. SPtr<RenderTargetCore> rt = viewport->getTarget();
  591. float halfWidth = viewport->getWidth() / 2.0f;
  592. float halfHeight = viewport->getHeight() / 2.0f;
  593. float rtWidth = (float)rt->getProperties().getWidth();
  594. float rtHeight = (float)rt->getProperties().getHeight();
  595. RenderAPICore& rapi = RenderAPICore::instance();
  596. data.clipToUVScaleOffset.x = (halfWidth / 2.0f) / rtWidth;
  597. data.clipToUVScaleOffset.y = (halfHeight / 2.0f) / rtHeight;
  598. data.clipToUVScaleOffset.z = (viewport->getX() + halfWidth + rapi.getHorizontalTexelOffset()) / rtWidth;
  599. data.clipToUVScaleOffset.w = (viewport->getY() + halfHeight + rapi.getHorizontalTexelOffset()) / rtHeight;
  600. return data;
  601. }
  602. void RenderBeast::refreshSamplerOverrides(bool force)
  603. {
  604. for (auto& entry : mSamplerOverrides)
  605. {
  606. SPtr<MaterialCore> material = entry.first;
  607. if (force)
  608. {
  609. SamplerOverrideUtility::destroySamplerOverrides(entry.second);
  610. entry.second = SamplerOverrideUtility::generateSamplerOverrides(material, mCoreOptions);
  611. }
  612. else
  613. {
  614. MaterialSamplerOverrides* materialOverrides = entry.second;
  615. UINT32 numPasses = material->getNumPasses();
  616. assert(numPasses == materialOverrides->numPasses);
  617. for (UINT32 i = 0; i < numPasses; i++)
  618. {
  619. SPtr<PassParametersCore> passParams = material->getPassParameters(i);
  620. PassSamplerOverrides& passOverrides = materialOverrides->passes[i];
  621. for (UINT32 j = 0; j < PassParametersCore::NUM_PARAMS; j++)
  622. {
  623. StageSamplerOverrides& stageOverrides = passOverrides.stages[j];
  624. SPtr<GpuParamsCore> params = passParams->getParamByIdx(j);
  625. if (params == nullptr)
  626. continue;
  627. const GpuParamDesc& paramDesc = params->getParamDesc();
  628. for (auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  629. {
  630. UINT32 slot = iter->second.slot;
  631. SPtr<SamplerStateCore> samplerState = params->getSamplerState(slot);
  632. assert(stageOverrides.numStates > slot);
  633. if (samplerState != stageOverrides.stateOverrides[slot])
  634. {
  635. if (samplerState != nullptr)
  636. stageOverrides.stateOverrides[slot] = SamplerOverrideUtility::generateSamplerOverride(samplerState, mCoreOptions);
  637. else
  638. stageOverrides.stateOverrides[slot] = SamplerOverrideUtility::generateSamplerOverride(SamplerStateCore::getDefault(), mCoreOptions);;
  639. }
  640. }
  641. }
  642. }
  643. }
  644. }
  645. }
  646. void RenderBeast::setPass(const SPtr<PassCore>& pass)
  647. {
  648. THROW_IF_NOT_CORE_THREAD;
  649. RenderAPICore& rs = RenderAPICore::instance();
  650. struct StageData
  651. {
  652. GpuProgramType type;
  653. bool enable;
  654. SPtr<GpuProgramCore> program;
  655. };
  656. const UINT32 numStages = 6;
  657. StageData stages[numStages] =
  658. {
  659. { GPT_VERTEX_PROGRAM, pass->hasVertexProgram(), pass->getVertexProgram() },
  660. { GPT_FRAGMENT_PROGRAM, pass->hasFragmentProgram(), pass->getFragmentProgram() },
  661. { GPT_GEOMETRY_PROGRAM, pass->hasGeometryProgram(), pass->getGeometryProgram() },
  662. { GPT_HULL_PROGRAM, pass->hasHullProgram(), pass->getHullProgram() },
  663. { GPT_DOMAIN_PROGRAM, pass->hasDomainProgram(), pass->getDomainProgram() },
  664. { GPT_COMPUTE_PROGRAM, pass->hasComputeProgram(), pass->getComputeProgram() }
  665. };
  666. for (UINT32 i = 0; i < numStages; i++)
  667. {
  668. const StageData& stage = stages[i];
  669. if (stage.enable)
  670. rs.bindGpuProgram(stage.program);
  671. else
  672. rs.unbindGpuProgram(stage.type);
  673. }
  674. // Set up non-texture related pass settings
  675. if (pass->getBlendState() != nullptr)
  676. rs.setBlendState(pass->getBlendState());
  677. else
  678. rs.setBlendState(BlendStateCore::getDefault());
  679. if (pass->getDepthStencilState() != nullptr)
  680. rs.setDepthStencilState(pass->getDepthStencilState(), pass->getStencilRefValue());
  681. else
  682. rs.setDepthStencilState(DepthStencilStateCore::getDefault(), pass->getStencilRefValue());
  683. if (pass->getRasterizerState() != nullptr)
  684. rs.setRasterizerState(pass->getRasterizerState());
  685. else
  686. rs.setRasterizerState(RasterizerStateCore::getDefault());
  687. }
  688. void RenderBeast::setPassParams(const SPtr<PassParametersCore>& passParams, const PassSamplerOverrides* samplerOverrides)
  689. {
  690. THROW_IF_NOT_CORE_THREAD;
  691. RenderAPICore& rs = RenderAPICore::instance();
  692. struct StageData
  693. {
  694. GpuProgramType type;
  695. SPtr<GpuParamsCore> params;
  696. };
  697. const UINT32 numStages = 6;
  698. StageData stages[numStages] =
  699. {
  700. { GPT_VERTEX_PROGRAM, passParams->mVertParams },
  701. { GPT_FRAGMENT_PROGRAM, passParams->mFragParams },
  702. { GPT_GEOMETRY_PROGRAM, passParams->mGeomParams },
  703. { GPT_HULL_PROGRAM, passParams->mHullParams },
  704. { GPT_DOMAIN_PROGRAM, passParams->mDomainParams },
  705. { GPT_COMPUTE_PROGRAM, passParams->mComputeParams }
  706. };
  707. for (UINT32 i = 0; i < numStages; i++)
  708. {
  709. const StageData& stage = stages[i];
  710. SPtr<GpuParamsCore> params = stage.params;
  711. if (params == nullptr)
  712. continue;
  713. const GpuParamDesc& paramDesc = params->getParamDesc();
  714. for (auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  715. {
  716. SPtr<SamplerStateCore> samplerState;
  717. if (samplerOverrides != nullptr)
  718. samplerState = samplerOverrides->stages[i].stateOverrides[iter->second.slot];
  719. else
  720. samplerState = params->getSamplerState(iter->second.slot);
  721. if (samplerState == nullptr)
  722. rs.setSamplerState(stage.type, iter->second.slot, SamplerStateCore::getDefault());
  723. else
  724. rs.setSamplerState(stage.type, iter->second.slot, samplerState);
  725. }
  726. for (auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
  727. {
  728. SPtr<TextureCore> texture = params->getTexture(iter->second.slot);
  729. if (!params->isLoadStoreTexture(iter->second.slot))
  730. {
  731. if (texture == nullptr)
  732. rs.setTexture(stage.type, iter->second.slot, false, nullptr);
  733. else
  734. rs.setTexture(stage.type, iter->second.slot, true, texture);
  735. }
  736. else
  737. {
  738. const TextureSurface& surface = params->getLoadStoreSurface(iter->second.slot);
  739. if (texture == nullptr)
  740. rs.setLoadStoreTexture(stage.type, iter->second.slot, false, nullptr, surface);
  741. else
  742. rs.setLoadStoreTexture(stage.type, iter->second.slot, true, texture, surface);
  743. }
  744. }
  745. rs.setConstantBuffers(stage.type, params);
  746. }
  747. }
  748. }