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- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
- #include "BsRenderBeast.h"
- #include "BsCCamera.h"
- #include "BsCRenderable.h"
- #include "BsMaterial.h"
- #include "BsMesh.h"
- #include "BsPass.h"
- #include "BsSamplerState.h"
- #include "BsCoreApplication.h"
- #include "BsViewport.h"
- #include "BsRenderTarget.h"
- #include "BsRenderQueue.h"
- #include "BsCoreThread.h"
- #include "BsGpuParams.h"
- #include "BsProfilerCPU.h"
- #include "BsShader.h"
- #include "BsGpuParamBlockBuffer.h"
- #include "BsTime.h"
- #include "BsRenderableElement.h"
- #include "BsCoreObjectManager.h"
- #include "BsRenderBeastOptions.h"
- #include "BsSamplerOverrides.h"
- #include "BsLight.h"
- #include "BsRenderTexturePool.h"
- #include "BsRenderTargets.h"
- #include "BsRendererUtility.h"
- #include "BsAnimationManager.h"
- #include "BsSkeleton.h"
- #include "BsGpuBuffer.h"
- #include "BsGpuParamsSet.h"
- #include "BsMeshData.h"
- using namespace std::placeholders;
- namespace BansheeEngine
- {
- RenderBeast::RendererFrame::RendererFrame(float delta, const RendererAnimationData& animData)
- :delta(delta), animData(animData)
- { }
- RenderBeast::RenderBeast()
- : mDefaultMaterial(nullptr), mPointLightInMat(nullptr), mPointLightOutMat(nullptr), mDirLightMat(nullptr)
- , mObjectRenderer(nullptr), mOptions(bs_shared_ptr_new<RenderBeastOptions>()), mOptionsDirty(true)
- { }
- const StringID& RenderBeast::getName() const
- {
- static StringID name = "RenderBeast";
- return name;
- }
- void RenderBeast::initialize()
- {
- CoreRenderer::initialize();
- CoreThread::instance().queueCommand(std::bind(&RenderBeast::initializeCore, this));
- }
- void RenderBeast::destroy()
- {
- CoreRenderer::destroy();
- gCoreAccessor().queueCommand(std::bind(&RenderBeast::destroyCore, this));
- gCoreAccessor().submitToCoreThread(true);
- }
- void RenderBeast::initializeCore()
- {
- RendererUtility::startUp();
- mCoreOptions = bs_shared_ptr_new<RenderBeastOptions>();
- mObjectRenderer = bs_new<ObjectRenderer>();
- mDefaultMaterial = bs_new<DefaultMaterial>();
- mPointLightInMat = bs_new<PointLightInMat>();
- mPointLightOutMat = bs_new<PointLightOutMat>();
- mDirLightMat = bs_new<DirectionalLightMat>();
- RenderTexturePool::startUp();
- PostProcessing::startUp();
- }
- void RenderBeast::destroyCore()
- {
- if (mObjectRenderer != nullptr)
- bs_delete(mObjectRenderer);
- mRenderTargets.clear();
- mCameras.clear();
- mRenderables.clear();
- mVisibility.clear();
- PostProcessing::shutDown();
- RenderTexturePool::shutDown();
- bs_delete(mDefaultMaterial);
- bs_delete(mPointLightInMat);
- bs_delete(mPointLightOutMat);
- bs_delete(mDirLightMat);
- RendererUtility::shutDown();
- assert(mSamplerOverrides.empty());
- }
- void RenderBeast::notifyRenderableAdded(RenderableCore* renderable)
- {
- UINT32 renderableId = (UINT32)mRenderables.size();
- renderable->setRendererId(renderableId);
- mRenderables.push_back(RendererObject());
- mRenderableShaderData.push_back(RenderableShaderData());
- mWorldBounds.push_back(renderable->getBounds());
- mVisibility.push_back(false);
- RendererObject& rendererObject = mRenderables.back();
- rendererObject.renderable = renderable;
- RenderableShaderData& shaderData = mRenderableShaderData.back();
- shaderData.worldTransform = renderable->getTransform();
- shaderData.invWorldTransform = shaderData.worldTransform.inverseAffine();
- shaderData.worldNoScaleTransform = renderable->getTransformNoScale();
- shaderData.invWorldNoScaleTransform = shaderData.worldNoScaleTransform.inverseAffine();
- shaderData.worldDeterminantSign = shaderData.worldTransform.determinant3x3() >= 0.0f ? 1.0f : -1.0f;
- SPtr<MeshCore> mesh = renderable->getMesh();
- if (mesh != nullptr)
- {
- const MeshProperties& meshProps = mesh->getProperties();
- SPtr<VertexDeclarationCore> vertexDecl = mesh->getVertexData()->vertexDeclaration;
- for (UINT32 i = 0; i < meshProps.getNumSubMeshes(); i++)
- {
- rendererObject.elements.push_back(BeastRenderableElement());
- BeastRenderableElement& renElement = rendererObject.elements.back();
- renElement.mesh = mesh;
- renElement.subMesh = meshProps.getSubMesh(i);
- renElement.renderableId = renderableId;
- renElement.animType = renderable->getAnimType();
- renElement.animationId = renderable->getAnimationId();
- renElement.morphShapeVersion = 0;
- renElement.morphShapeBuffer = renderable->getMorphShapeBuffer();
- renElement.boneMatrixBuffer = renderable->getBoneMatrixBuffer();
- renElement.morphVertexDeclaration = renderable->getMorphVertexDeclaration();
- renElement.material = renderable->getMaterial(i);
- if (renElement.material == nullptr)
- renElement.material = renderable->getMaterial(0);
- if (renElement.material != nullptr && renElement.material->getShader() == nullptr)
- renElement.material = nullptr;
- // If no material use the default material
- if (renElement.material == nullptr)
- renElement.material = mDefaultMaterial->getMaterial();
- // Determine which technique to use
- static StringID techniqueIDLookup[4] = { StringID::NONE, RTag_Skinned, RTag_Morph, RTag_SkinnedMorph };
- static_assert((UINT32)RenderableAnimType::Count == 4, "RenderableAnimType is expected to have four sequential entries.");
-
- UINT32 techniqueIdx = -1;
- RenderableAnimType animType = renderable->getAnimType();
- if(animType != RenderableAnimType::None)
- techniqueIdx = renElement.material->findTechnique(techniqueIDLookup[(int)animType]);
- if (techniqueIdx == (UINT32)-1)
- techniqueIdx = renElement.material->getDefaultTechnique();
- renElement.techniqueIdx = techniqueIdx;
- // Validate mesh <-> shader vertex bindings
- if (renElement.material != nullptr)
- {
- UINT32 numPasses = renElement.material->getNumPasses(techniqueIdx);
- for (UINT32 j = 0; j < numPasses; j++)
- {
- SPtr<PassCore> pass = renElement.material->getPass(j, techniqueIdx);
- SPtr<VertexDeclarationCore> shaderDecl = pass->getVertexProgram()->getInputDeclaration();
- if (!vertexDecl->isCompatible(shaderDecl))
- {
- Vector<VertexElement> missingElements = vertexDecl->getMissingElements(shaderDecl);
- // If using morph shapes ignore POSITION1 and NORMAL1 missing since we assign them from within the renderer
- if(animType == RenderableAnimType::Morph || animType == RenderableAnimType::SkinnedMorph)
- {
- auto removeIter = std::remove_if(missingElements.begin(), missingElements.end(), [](const VertexElement& x)
- {
- return (x.getSemantic() == VES_POSITION && x.getSemanticIdx() == 1) ||
- (x.getSemantic() == VES_NORMAL && x.getSemanticIdx() == 1);
- });
- missingElements.erase(removeIter, missingElements.end());
- }
- if (!missingElements.empty())
- {
- StringStream wrnStream;
- wrnStream << "Provided mesh is missing required vertex attributes to render with the provided shader. Missing elements: " << std::endl;
- for (auto& entry : missingElements)
- wrnStream << "\t" << toString(entry.getSemantic()) << entry.getSemanticIdx() << std::endl;
- LOGWRN(wrnStream.str());
- break;
- }
- }
- }
- }
- // Generate or assigned renderer specific data for the material
- Any materialInfo = renElement.material->getRendererData();
- if(materialInfo.empty())
- {
- RendererMaterial matInfo;
- matInfo.params.resize(techniqueIdx + 1);
- matInfo.params[techniqueIdx] = renElement.material->createParamsSet(techniqueIdx);
- matInfo.matVersion = renElement.material->getVersion();
- renElement.material->updateParamsSet(matInfo.params[techniqueIdx], techniqueIdx, true);
- renElement.material->setRendererData(matInfo);
- renElement.params = matInfo.params[techniqueIdx];
- }
- else
- {
- RendererMaterial& matInfo = any_cast_ref<RendererMaterial>(materialInfo);
- if (matInfo.params.size() <= techniqueIdx)
- matInfo.params.resize(techniqueIdx + 1);
- if(matInfo.params[techniqueIdx] == nullptr || matInfo.matVersion != renElement.material->getVersion())
- {
- matInfo.params[techniqueIdx] = renElement.material->createParamsSet(techniqueIdx);
- matInfo.matVersion = renElement.material->getVersion();
- renElement.material->updateParamsSet(matInfo.params[techniqueIdx], techniqueIdx, true);
- }
- renElement.params = matInfo.params[techniqueIdx];
- }
- // Generate or assign sampler state overrides
- SamplerOverrideKey samplerKey(renElement.material, techniqueIdx);
- auto iterFind = mSamplerOverrides.find(samplerKey);
- if (iterFind != mSamplerOverrides.end())
- {
- renElement.samplerOverrides = iterFind->second;
- iterFind->second->refCount++;
- }
- else
- {
- SPtr<ShaderCore> shader = renElement.material->getShader();
- MaterialSamplerOverrides* samplerOverrides = SamplerOverrideUtility::generateSamplerOverrides(shader,
- renElement.material->_getInternalParams(), renElement.params, mCoreOptions);
- mSamplerOverrides[samplerKey] = samplerOverrides;
- renElement.samplerOverrides = samplerOverrides;
- samplerOverrides->refCount++;
- }
- mObjectRenderer->initElement(renElement);
- }
- }
- }
- void RenderBeast::notifyRenderableRemoved(RenderableCore* renderable)
- {
- UINT32 renderableId = renderable->getRendererId();
- RenderableCore* lastRenerable = mRenderables.back().renderable;
- UINT32 lastRenderableId = lastRenerable->getRendererId();
- Vector<BeastRenderableElement>& elements = mRenderables[renderableId].elements;
- for (auto& element : elements)
- {
- SamplerOverrideKey samplerKey(element.material, element.techniqueIdx);
- auto iterFind = mSamplerOverrides.find(samplerKey);
- assert(iterFind != mSamplerOverrides.end());
- MaterialSamplerOverrides* samplerOverrides = iterFind->second;
- samplerOverrides->refCount--;
- if (samplerOverrides->refCount == 0)
- {
- SamplerOverrideUtility::destroySamplerOverrides(samplerOverrides);
- mSamplerOverrides.erase(iterFind);
- }
- element.samplerOverrides = nullptr;
- }
- if (renderableId != lastRenderableId)
- {
- // Swap current last element with the one we want to erase
- std::swap(mRenderables[renderableId], mRenderables[lastRenderableId]);
- std::swap(mWorldBounds[renderableId], mWorldBounds[lastRenderableId]);
- std::swap(mRenderableShaderData[renderableId], mRenderableShaderData[lastRenderableId]);
- lastRenerable->setRendererId(renderableId);
- for (auto& element : elements)
- element.renderableId = renderableId;
- }
- // Last element is the one we want to erase
- mRenderables.erase(mRenderables.end() - 1);
- mWorldBounds.erase(mWorldBounds.end() - 1);
- mRenderableShaderData.erase(mRenderableShaderData.end() - 1);
- mVisibility.erase(mVisibility.end() - 1);
- }
- void RenderBeast::notifyRenderableUpdated(RenderableCore* renderable)
- {
- UINT32 renderableId = renderable->getRendererId();
- RenderableShaderData& shaderData = mRenderableShaderData[renderableId];
- shaderData.worldTransform = renderable->getTransform();
- shaderData.invWorldTransform = shaderData.worldTransform.inverseAffine();
- shaderData.worldNoScaleTransform = renderable->getTransformNoScale();
- shaderData.invWorldNoScaleTransform = shaderData.worldNoScaleTransform.inverseAffine();
- shaderData.worldDeterminantSign = shaderData.worldTransform.determinant3x3() >= 0.0f ? 1.0f : -1.0f;
- mWorldBounds[renderableId] = renderable->getBounds();
- }
- void RenderBeast::notifyLightAdded(LightCore* light)
- {
- if (light->getType() == LightType::Directional)
- {
- UINT32 lightId = (UINT32)mDirectionalLights.size();
- light->setRendererId(lightId);
- mDirectionalLights.push_back(RendererLight());
- RendererLight& lightData = mDirectionalLights.back();
- lightData.internal = light;
- }
- else
- {
- UINT32 lightId = (UINT32)mPointLights.size();
- light->setRendererId(lightId);
- mPointLights.push_back(RendererLight());
- mLightWorldBounds.push_back(light->getBounds());
- RendererLight& lightData = mPointLights.back();
- lightData.internal = light;
- }
- }
- void RenderBeast::notifyLightUpdated(LightCore* light)
- {
- UINT32 lightId = light->getRendererId();
- if (light->getType() != LightType::Directional)
- mLightWorldBounds[lightId] = light->getBounds();
- }
- void RenderBeast::notifyLightRemoved(LightCore* light)
- {
- UINT32 lightId = light->getRendererId();
- if (light->getType() == LightType::Directional)
- {
- LightCore* lastLight = mDirectionalLights.back().internal;
- UINT32 lastLightId = lastLight->getRendererId();
- if (lightId != lastLightId)
- {
- // Swap current last element with the one we want to erase
- std::swap(mDirectionalLights[lightId], mDirectionalLights[lastLightId]);
- lastLight->setRendererId(lightId);
- }
- // Last element is the one we want to erase
- mDirectionalLights.erase(mDirectionalLights.end() - 1);
- }
- else
- {
- LightCore* lastLight = mPointLights.back().internal;
- UINT32 lastLightId = lastLight->getRendererId();
- if (lightId != lastLightId)
- {
- // Swap current last element with the one we want to erase
- std::swap(mPointLights[lightId], mPointLights[lastLightId]);
- std::swap(mLightWorldBounds[lightId], mLightWorldBounds[lastLightId]);
- lastLight->setRendererId(lightId);
- }
- // Last element is the one we want to erase
- mPointLights.erase(mPointLights.end() - 1);
- mLightWorldBounds.erase(mLightWorldBounds.end() - 1);
- }
- }
- void RenderBeast::notifyCameraAdded(const CameraCore* camera)
- {
- updateCameraData(camera);
- }
- void RenderBeast::notifyCameraUpdated(const CameraCore* camera, UINT32 updateFlag)
- {
- if((updateFlag & (UINT32)CameraDirtyFlag::Everything) != 0)
- {
- updateCameraData(camera);
- }
- else if((updateFlag & (UINT32)CameraDirtyFlag::PostProcess) != 0)
- {
- RendererCamera& rendererCam = mCameras[camera];
- rendererCam.updatePP();
- }
- }
- void RenderBeast::notifyCameraRemoved(const CameraCore* camera)
- {
- updateCameraData(camera, true);
- }
- SPtr<PostProcessSettings> RenderBeast::createPostProcessSettings() const
- {
- return bs_shared_ptr_new<StandardPostProcessSettings>();
- }
- void RenderBeast::updateCameraData(const CameraCore* camera, bool forceRemove)
- {
- SPtr<RenderTargetCore> renderTarget = camera->getViewport()->getTarget();
- if(forceRemove)
- {
- mCameras.erase(camera);
- renderTarget = nullptr;
- }
- else
- {
- mCameras[camera] = RendererCamera(camera, mCoreOptions->stateReductionMode);
- }
- // Remove from render target list
- int rtChanged = 0; // 0 - No RT, 1 - RT found, 2 - RT changed
- for (auto iterTarget = mRenderTargets.begin(); iterTarget != mRenderTargets.end(); ++iterTarget)
- {
- RendererRenderTarget& target = *iterTarget;
- for (auto iterCam = target.cameras.begin(); iterCam != target.cameras.end(); ++iterCam)
- {
- if (camera == *iterCam)
- {
- if (renderTarget != target.target)
- {
- target.cameras.erase(iterCam);
- rtChanged = 2;
- }
- else
- rtChanged = 1;
- break;
- }
- }
- if (target.cameras.empty())
- {
- mRenderTargets.erase(iterTarget);
- break;
- }
- }
- // Register in render target list
- if (renderTarget != nullptr && (rtChanged == 0 || rtChanged == 2))
- {
- auto findIter = std::find_if(mRenderTargets.begin(), mRenderTargets.end(),
- [&](const RendererRenderTarget& x) { return x.target == renderTarget; });
- if (findIter != mRenderTargets.end())
- {
- findIter->cameras.push_back(camera);
- }
- else
- {
- mRenderTargets.push_back(RendererRenderTarget());
- RendererRenderTarget& renderTargetData = mRenderTargets.back();
- renderTargetData.target = renderTarget;
- renderTargetData.cameras.push_back(camera);
- }
- // Sort render targets based on priority
- auto cameraComparer = [&](const CameraCore* a, const CameraCore* b) { return a->getPriority() > b->getPriority(); };
- auto renderTargetInfoComparer = [&](const RendererRenderTarget& a, const RendererRenderTarget& b)
- { return a.target->getProperties().getPriority() > b.target->getProperties().getPriority(); };
- std::sort(begin(mRenderTargets), end(mRenderTargets), renderTargetInfoComparer);
- for (auto& camerasPerTarget : mRenderTargets)
- {
- Vector<const CameraCore*>& cameras = camerasPerTarget.cameras;
- std::sort(begin(cameras), end(cameras), cameraComparer);
- }
- }
- }
- void RenderBeast::setOptions(const SPtr<CoreRendererOptions>& options)
- {
- mOptions = std::static_pointer_cast<RenderBeastOptions>(options);
- mOptionsDirty = true;
- }
- SPtr<CoreRendererOptions> RenderBeast::getOptions() const
- {
- return mOptions;
- }
- void RenderBeast::syncOptions(const RenderBeastOptions& options)
- {
- bool filteringChanged = mCoreOptions->filtering != options.filtering;
- if (options.filtering == RenderBeastFiltering::Anisotropic)
- filteringChanged |= mCoreOptions->anisotropyMax != options.anisotropyMax;
- if (filteringChanged)
- refreshSamplerOverrides(true);
- *mCoreOptions = options;
- for (auto& entry : mCameras)
- {
- RendererCamera& rendererCam = entry.second;
- rendererCam.update(mCoreOptions->stateReductionMode);
- }
- }
- void RenderBeast::renderAll()
- {
- // Sync all dirty sim thread CoreObject data to core thread
- CoreObjectManager::instance().syncToCore(gCoreAccessor());
- if (mOptionsDirty)
- {
- gCoreAccessor().queueCommand(std::bind(&RenderBeast::syncOptions, this, *mOptions));
- mOptionsDirty = false;
- }
- gCoreAccessor().queueCommand(std::bind(&RenderBeast::renderAllCore, this, gTime().getTime(), gTime().getFrameDelta()));
- }
- void RenderBeast::renderAllCore(float time, float delta)
- {
- THROW_IF_NOT_CORE_THREAD;
- gProfilerCPU().beginSample("renderAllCore");
- // Note: I'm iterating over all sampler states every frame. If this ends up being a performance
- // issue consider handling this internally in MaterialCore which can only do it when sampler states
- // are actually modified after sync
- refreshSamplerOverrides();
- // Update global per-frame hardware buffers
- mObjectRenderer->setParamFrameParams(time);
- // Generate render queues per camera
- mVisibility.assign(mVisibility.size(), false);
- for (auto& entry : mCameras)
- entry.second.determineVisible(mRenderables, mWorldBounds, mVisibility);
- AnimationManager::instance().waitUntilComplete();
- const RendererAnimationData& animData = AnimationManager::instance().getRendererData();
- RendererFrame frameInfo(delta, animData);
- // Update bone matrix and morph shape GPU buffers
- UINT32 numRenderables = (UINT32)mRenderables.size();
- for (UINT32 i = 0; i < numRenderables; i++)
- {
- if (!mVisibility[i])
- continue;
- mRenderables[i].renderable->updateAnimationBuffers(animData);
- // TODO - Also move per-object buffer updates here (will require worldViewProj matrix to be moved to a separate buffer (or a push constant))
- // TODO - Before uploading bone matrices and per-object data, check if it has actually been changed since last frame (most objects will be static)
- // TODO - Also move per-camera buffer updates in a separate loop
- }
- // TODO - When porting to Vulkan, start upload and issue barrier (but somehow avoid blocking too long here?)
- // Render everything, target by target
- for (auto& rtInfo : mRenderTargets)
- {
- SPtr<RenderTargetCore> target = rtInfo.target;
- Vector<const CameraCore*>& cameras = rtInfo.cameras;
- RenderAPICore::instance().beginFrame();
- UINT32 numCameras = (UINT32)cameras.size();
- for (UINT32 i = 0; i < numCameras; i++)
- {
- bool isOverlayCamera = cameras[i]->getFlags().isSet(CameraFlag::Overlay);
- if (!isOverlayCamera)
- render(frameInfo, rtInfo, i);
- else
- renderOverlay(frameInfo, rtInfo, i);
- }
- RenderAPICore::instance().endFrame();
- RenderAPICore::instance().swapBuffers(target);
- }
- gProfilerCPU().endSample("renderAllCore");
- }
- void RenderBeast::render(const RendererFrame& frameInfo, RendererRenderTarget& rtInfo, UINT32 camIdx)
- {
- gProfilerCPU().beginSample("Render");
- const CameraCore* camera = rtInfo.cameras[camIdx];
- RendererCamera& rendererCam = mCameras[camera];
- CameraShaderData cameraShaderData = rendererCam.getShaderData();
- assert(!camera->getFlags().isSet(CameraFlag::Overlay));
- mObjectRenderer->setPerCameraParams(cameraShaderData);
- rendererCam.beginRendering(true);
- SPtr<RenderTargets> renderTargets = rendererCam.getRenderTargets();
- renderTargets->bindGBuffer();
- //// Trigger pre-scene callbacks
- auto iterCameraCallbacks = mRenderCallbacks.find(camera);
- if (iterCameraCallbacks != mRenderCallbacks.end())
- {
- for (auto& callbackPair : iterCameraCallbacks->second)
- {
- const RenderCallbackData& callbackData = callbackPair.second;
- if (callbackData.overlay)
- continue;
- if (callbackPair.first >= 0)
- break;
- callbackData.callback();
- }
- }
-
- //// Render base pass
- const Vector<RenderQueueElement>& opaqueElements = rendererCam.getOpaqueQueue()->getSortedElements();
- for (auto iter = opaqueElements.begin(); iter != opaqueElements.end(); ++iter)
- {
- BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
- renderElement(*renderElem, iter->passIdx, iter->applyPass, frameInfo, cameraShaderData.viewProj);
- }
- renderTargets->bindSceneColor(true);
- //// Render light pass
- {
- SPtr<GpuParamBlockBufferCore> perCameraBuffer = mObjectRenderer->getPerCameraParams().getBuffer();
- mDirLightMat->bind(renderTargets, perCameraBuffer);
- for (auto& light : mDirectionalLights)
- {
- if (!light.internal->getIsActive())
- continue;
- mDirLightMat->setPerLightParams(light.internal);
- gRendererUtility().drawScreenQuad();
- }
- // Draw point lights which our camera is within
- // TODO - Possibly use instanced drawing here as only two meshes are drawn with various properties
- mPointLightInMat->bind(renderTargets, perCameraBuffer);
- // TODO - Cull lights based on visibility, right now I just iterate over all of them.
- for (auto& light : mPointLights)
- {
- if (!light.internal->getIsActive())
- continue;
- float distToLight = (light.internal->getBounds().getCenter() - camera->getPosition()).squaredLength();
- float boundRadius = light.internal->getBounds().getRadius() * 1.05f + camera->getNearClipDistance() * 2.0f;
- bool cameraInLightGeometry = distToLight < boundRadius * boundRadius;
- if (!cameraInLightGeometry)
- continue;
- mPointLightInMat->setPerLightParams(light.internal);
- SPtr<MeshCore> mesh = light.internal->getMesh();
- gRendererUtility().draw(mesh, mesh->getProperties().getSubMesh(0));
- }
- // Draw other point lights
- mPointLightOutMat->bind(renderTargets, perCameraBuffer);
- for (auto& light : mPointLights)
- {
- if (!light.internal->getIsActive())
- continue;
- float distToLight = (light.internal->getBounds().getCenter() - camera->getPosition()).squaredLength();
- float boundRadius = light.internal->getBounds().getRadius() * 1.05f + camera->getNearClipDistance() * 2.0f;
- bool cameraInLightGeometry = distToLight < boundRadius * boundRadius;
- if (cameraInLightGeometry)
- continue;
- mPointLightOutMat->setPerLightParams(light.internal);
- SPtr<MeshCore> mesh = light.internal->getMesh();
- gRendererUtility().draw(mesh, mesh->getProperties().getSubMesh(0));
- }
- }
- renderTargets->bindSceneColor(false);
-
- // Render transparent objects (TODO - No lighting yet)
- const Vector<RenderQueueElement>& transparentElements = rendererCam.getTransparentQueue()->getSortedElements();
- for (auto iter = transparentElements.begin(); iter != transparentElements.end(); ++iter)
- {
- BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
- renderElement(*renderElem, iter->passIdx, iter->applyPass, frameInfo, cameraShaderData.viewProj);
- }
- // Render non-overlay post-scene callbacks
- if (iterCameraCallbacks != mRenderCallbacks.end())
- {
- for (auto& callbackPair : iterCameraCallbacks->second)
- {
- const RenderCallbackData& callbackData = callbackPair.second;
- if (callbackData.overlay || callbackPair.first < 0)
- continue;
- callbackData.callback();
- }
- }
- // TODO - If GBuffer has multiple samples, I should resolve them before post-processing
- PostProcessing::instance().postProcess(renderTargets->getSceneColorRT(),
- camera, rendererCam.getPPInfo(), frameInfo.delta);
- // Render overlay post-scene callbacks
- if (iterCameraCallbacks != mRenderCallbacks.end())
- {
- for (auto& callbackPair : iterCameraCallbacks->second)
- {
- const RenderCallbackData& callbackData = callbackPair.second;
- if (!callbackData.overlay)
- continue;
- callbackData.callback();
- }
- }
- rendererCam.endRendering();
- gProfilerCPU().endSample("Render");
- }
- void RenderBeast::renderOverlay(const RendererFrame& frameInfo, RendererRenderTarget& rtData, UINT32 camIdx)
- {
- gProfilerCPU().beginSample("RenderOverlay");
- const CameraCore* camera = rtData.cameras[camIdx];
- assert(camera->getFlags().isSet(CameraFlag::Overlay));
- SPtr<ViewportCore> viewport = camera->getViewport();
- RendererCamera& rendererCam = mCameras[camera];
- CameraShaderData cameraShaderData = rendererCam.getShaderData();
- mObjectRenderer->setPerCameraParams(cameraShaderData);
- rendererCam.beginRendering(false);
- SPtr<RenderTargetCore> target = rtData.target;
- RenderAPICore::instance().setRenderTarget(target);
- RenderAPICore::instance().setViewport(viewport->getNormArea());
- // If first camera in render target, prepare the render target
- if (camIdx == 0)
- {
- UINT32 clearBuffers = 0;
- if (viewport->getRequiresColorClear())
- clearBuffers |= FBT_COLOR;
- if (viewport->getRequiresDepthClear())
- clearBuffers |= FBT_DEPTH;
- if (viewport->getRequiresStencilClear())
- clearBuffers |= FBT_STENCIL;
- if (clearBuffers != 0)
- {
- RenderAPICore::instance().clearViewport(clearBuffers, viewport->getClearColor(),
- viewport->getClearDepthValue(), viewport->getClearStencilValue());
- }
- }
- // Render overlay post-scene callbacks
- auto iterCameraCallbacks = mRenderCallbacks.find(camera);
- if (iterCameraCallbacks != mRenderCallbacks.end())
- {
- for (auto& callbackPair : iterCameraCallbacks->second)
- {
- const RenderCallbackData& callbackData = callbackPair.second;
- if (!callbackData.overlay)
- continue;
- callbackData.callback();
- }
- }
- rendererCam.endRendering();
- gProfilerCPU().endSample("RenderOverlay");
- }
-
- void RenderBeast::renderElement(const BeastRenderableElement& element, UINT32 passIdx, bool bindPass,
- const RendererFrame& frameInfo, const Matrix4& viewProj)
- {
- SPtr<MaterialCore> material = element.material;
- UINT32 rendererId = element.renderableId;
- Matrix4 worldViewProjMatrix = viewProj * mRenderableShaderData[rendererId].worldTransform;
- SPtr<GpuBufferCore> boneMatrices = element.boneMatrixBuffer;
- mObjectRenderer->setPerObjectParams(element, mRenderableShaderData[rendererId], worldViewProjMatrix, boneMatrices);
- material->updateParamsSet(element.params, element.techniqueIdx);
- if (bindPass)
- RendererUtility::instance().setPass(material, passIdx, element.techniqueIdx);
- if (element.samplerOverrides != nullptr)
- setPassParams(element.params, element.samplerOverrides, passIdx);
- else
- setPassParams(element.params, nullptr, passIdx);
- if(element.morphVertexDeclaration == nullptr)
- gRendererUtility().draw(element.mesh, element.subMesh);
- else
- gRendererUtility().drawMorph(element.mesh, element.subMesh, element.morphShapeBuffer,
- element.morphVertexDeclaration);
- }
- void RenderBeast::refreshSamplerOverrides(bool force)
- {
- for (auto& entry : mSamplerOverrides)
- {
- SPtr<MaterialParamsCore> materialParams = entry.first.material->_getInternalParams();
- MaterialSamplerOverrides* materialOverrides = entry.second;
- for(UINT32 i = 0; i < materialOverrides->numOverrides; i++)
- {
- SamplerOverride& override = materialOverrides->overrides[i];
- const MaterialParamsBase::ParamData* materialParamData = materialParams->getParamData(override.paramIdx);
- SPtr<SamplerStateCore> samplerState;
- materialParams->getSamplerState(materialParamData->index, samplerState);
- UINT64 hash = 0;
- if (samplerState != nullptr)
- hash = samplerState->getProperties().getHash();
- if (hash != override.originalStateHash || force)
- {
- if (samplerState != nullptr)
- override.state = SamplerOverrideUtility::generateSamplerOverride(samplerState, mCoreOptions);
- else
- override.state = SamplerOverrideUtility::generateSamplerOverride(SamplerStateCore::getDefault(), mCoreOptions);;
- }
- }
- }
- }
- void RenderBeast::setPassParams(const SPtr<GpuParamsSetCore>& paramsSet, const MaterialSamplerOverrides* samplerOverrides,
- UINT32 passIdx)
- {
- THROW_IF_NOT_CORE_THREAD;
- RenderAPICore& rapi = RenderAPICore::instance();
- struct StageData
- {
- GpuProgramType type;
- SPtr<GpuParamsCore> params;
- };
- const UINT32 numStages = 6;
- GpuProgramType stages[numStages] =
- {
- { GPT_VERTEX_PROGRAM },
- { GPT_FRAGMENT_PROGRAM },
- { GPT_GEOMETRY_PROGRAM },
- { GPT_HULL_PROGRAM },
- { GPT_DOMAIN_PROGRAM },
- { GPT_COMPUTE_PROGRAM }
- };
- for (UINT32 i = 0; i < numStages; i++)
- {
- SPtr<GpuParamsCore> params = paramsSet->getGpuParams(stages[i], passIdx);
- if (params == nullptr)
- continue;
- const GpuParamDesc& paramDesc = params->getParamDesc();
- for (auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
- {
- SPtr<TextureCore> texture = params->getTexture(iter->second.slot);
- rapi.setTexture(stages[i], iter->second.slot, texture);
- }
- for (auto iter = paramDesc.loadStoreTextures.begin(); iter != paramDesc.loadStoreTextures.end(); ++iter)
- {
- SPtr<TextureCore> texture = params->getLoadStoreTexture(iter->second.slot);
- const TextureSurface& surface = params->getLoadStoreSurface(iter->second.slot);
- if (texture == nullptr)
- rapi.setLoadStoreTexture(stages[i], iter->second.slot, nullptr, surface);
- else
- rapi.setLoadStoreTexture(stages[i], iter->second.slot, texture, surface);
- }
- for (auto iter = paramDesc.buffers.begin(); iter != paramDesc.buffers.end(); ++iter)
- {
- SPtr<GpuBufferCore> buffer = params->getBuffer(iter->second.slot);
- bool isLoadStore = iter->second.type != GPOT_BYTE_BUFFER &&
- iter->second.type != GPOT_STRUCTURED_BUFFER;
- rapi.setBuffer(stages[i], iter->second.slot, buffer, isLoadStore);
- }
- for (auto iter = paramDesc.paramBlocks.begin(); iter != paramDesc.paramBlocks.end(); ++iter)
- {
- SPtr<GpuParamBlockBufferCore> blockBuffer = params->getParamBlockBuffer(iter->second.slot);
- blockBuffer->flushToGPU();
- rapi.setParamBuffer(stages[i], iter->second.slot, blockBuffer, paramDesc);
- }
- for (auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
- {
- SPtr<SamplerStateCore> samplerState;
- if (samplerOverrides != nullptr)
- {
- UINT32 overrideIndex = samplerOverrides->passes[passIdx].stages[i].stateOverrides[iter->second.slot];
- if (overrideIndex != (UINT32)-1)
- samplerState = samplerOverrides->overrides[overrideIndex].state;
- }
- if (samplerState == nullptr)
- samplerState = params->getSamplerState(iter->second.slot);
- if (samplerState == nullptr)
- rapi.setSamplerState(stages[i], iter->second.slot, SamplerStateCore::getDefault());
- else
- rapi.setSamplerState(stages[i], iter->second.slot, samplerState);
- }
- }
- }
- }
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