BsRenderBeast.cpp 32 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966
  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "BsRenderBeast.h"
  4. #include "BsCCamera.h"
  5. #include "BsCRenderable.h"
  6. #include "BsMaterial.h"
  7. #include "BsMesh.h"
  8. #include "BsPass.h"
  9. #include "BsSamplerState.h"
  10. #include "BsCoreApplication.h"
  11. #include "BsViewport.h"
  12. #include "BsRenderTarget.h"
  13. #include "BsRenderQueue.h"
  14. #include "BsCoreThread.h"
  15. #include "BsGpuParams.h"
  16. #include "BsProfilerCPU.h"
  17. #include "BsShader.h"
  18. #include "BsGpuParamBlockBuffer.h"
  19. #include "BsTime.h"
  20. #include "BsRenderableElement.h"
  21. #include "BsCoreObjectManager.h"
  22. #include "BsRenderBeastOptions.h"
  23. #include "BsSamplerOverrides.h"
  24. #include "BsLight.h"
  25. #include "BsRenderTexturePool.h"
  26. #include "BsRenderTargets.h"
  27. #include "BsRendererUtility.h"
  28. #include "BsAnimationManager.h"
  29. #include "BsSkeleton.h"
  30. #include "BsGpuBuffer.h"
  31. #include "BsGpuParamsSet.h"
  32. #include "BsMeshData.h"
  33. using namespace std::placeholders;
  34. namespace BansheeEngine
  35. {
  36. RenderBeast::RendererFrame::RendererFrame(float delta, const RendererAnimationData& animData)
  37. :delta(delta), animData(animData)
  38. { }
  39. RenderBeast::RenderBeast()
  40. : mDefaultMaterial(nullptr), mPointLightInMat(nullptr), mPointLightOutMat(nullptr), mDirLightMat(nullptr)
  41. , mObjectRenderer(nullptr), mOptions(bs_shared_ptr_new<RenderBeastOptions>()), mOptionsDirty(true)
  42. { }
  43. const StringID& RenderBeast::getName() const
  44. {
  45. static StringID name = "RenderBeast";
  46. return name;
  47. }
  48. void RenderBeast::initialize()
  49. {
  50. CoreRenderer::initialize();
  51. CoreThread::instance().queueCommand(std::bind(&RenderBeast::initializeCore, this));
  52. }
  53. void RenderBeast::destroy()
  54. {
  55. CoreRenderer::destroy();
  56. gCoreAccessor().queueCommand(std::bind(&RenderBeast::destroyCore, this));
  57. gCoreAccessor().submitToCoreThread(true);
  58. }
  59. void RenderBeast::initializeCore()
  60. {
  61. RendererUtility::startUp();
  62. mCoreOptions = bs_shared_ptr_new<RenderBeastOptions>();
  63. mObjectRenderer = bs_new<ObjectRenderer>();
  64. mDefaultMaterial = bs_new<DefaultMaterial>();
  65. mPointLightInMat = bs_new<PointLightInMat>();
  66. mPointLightOutMat = bs_new<PointLightOutMat>();
  67. mDirLightMat = bs_new<DirectionalLightMat>();
  68. RenderTexturePool::startUp();
  69. PostProcessing::startUp();
  70. }
  71. void RenderBeast::destroyCore()
  72. {
  73. if (mObjectRenderer != nullptr)
  74. bs_delete(mObjectRenderer);
  75. mRenderTargets.clear();
  76. mCameras.clear();
  77. mRenderables.clear();
  78. mVisibility.clear();
  79. PostProcessing::shutDown();
  80. RenderTexturePool::shutDown();
  81. bs_delete(mDefaultMaterial);
  82. bs_delete(mPointLightInMat);
  83. bs_delete(mPointLightOutMat);
  84. bs_delete(mDirLightMat);
  85. RendererUtility::shutDown();
  86. assert(mSamplerOverrides.empty());
  87. }
  88. void RenderBeast::notifyRenderableAdded(RenderableCore* renderable)
  89. {
  90. UINT32 renderableId = (UINT32)mRenderables.size();
  91. renderable->setRendererId(renderableId);
  92. mRenderables.push_back(RendererObject());
  93. mRenderableShaderData.push_back(RenderableShaderData());
  94. mWorldBounds.push_back(renderable->getBounds());
  95. mVisibility.push_back(false);
  96. RendererObject& rendererObject = mRenderables.back();
  97. rendererObject.renderable = renderable;
  98. RenderableShaderData& shaderData = mRenderableShaderData.back();
  99. shaderData.worldTransform = renderable->getTransform();
  100. shaderData.invWorldTransform = shaderData.worldTransform.inverseAffine();
  101. shaderData.worldNoScaleTransform = renderable->getTransformNoScale();
  102. shaderData.invWorldNoScaleTransform = shaderData.worldNoScaleTransform.inverseAffine();
  103. shaderData.worldDeterminantSign = shaderData.worldTransform.determinant3x3() >= 0.0f ? 1.0f : -1.0f;
  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. rendererObject.elements.push_back(BeastRenderableElement());
  112. BeastRenderableElement& renElement = rendererObject.elements.back();
  113. renElement.mesh = mesh;
  114. renElement.subMesh = meshProps.getSubMesh(i);
  115. renElement.renderableId = renderableId;
  116. renElement.animType = renderable->getAnimType();
  117. renElement.animationId = renderable->getAnimationId();
  118. renElement.morphShapeVersion = 0;
  119. renElement.morphShapeBuffer = renderable->getMorphShapeBuffer();
  120. renElement.boneMatrixBuffer = renderable->getBoneMatrixBuffer();
  121. renElement.morphVertexDeclaration = renderable->getMorphVertexDeclaration();
  122. renElement.material = renderable->getMaterial(i);
  123. if (renElement.material == nullptr)
  124. renElement.material = renderable->getMaterial(0);
  125. if (renElement.material != nullptr && renElement.material->getShader() == nullptr)
  126. renElement.material = nullptr;
  127. // If no material use the default material
  128. if (renElement.material == nullptr)
  129. renElement.material = mDefaultMaterial->getMaterial();
  130. // Determine which technique to use
  131. static StringID techniqueIDLookup[4] = { StringID::NONE, RTag_Skinned, RTag_Morph, RTag_SkinnedMorph };
  132. static_assert((UINT32)RenderableAnimType::Count == 4, "RenderableAnimType is expected to have four sequential entries.");
  133. UINT32 techniqueIdx = -1;
  134. RenderableAnimType animType = renderable->getAnimType();
  135. if(animType != RenderableAnimType::None)
  136. techniqueIdx = renElement.material->findTechnique(techniqueIDLookup[(int)animType]);
  137. if (techniqueIdx == (UINT32)-1)
  138. techniqueIdx = renElement.material->getDefaultTechnique();
  139. renElement.techniqueIdx = techniqueIdx;
  140. // Validate mesh <-> shader vertex bindings
  141. if (renElement.material != nullptr)
  142. {
  143. UINT32 numPasses = renElement.material->getNumPasses(techniqueIdx);
  144. for (UINT32 j = 0; j < numPasses; j++)
  145. {
  146. SPtr<PassCore> pass = renElement.material->getPass(j, techniqueIdx);
  147. SPtr<VertexDeclarationCore> shaderDecl = pass->getVertexProgram()->getInputDeclaration();
  148. if (!vertexDecl->isCompatible(shaderDecl))
  149. {
  150. Vector<VertexElement> missingElements = vertexDecl->getMissingElements(shaderDecl);
  151. // If using morph shapes ignore POSITION1 and NORMAL1 missing since we assign them from within the renderer
  152. if(animType == RenderableAnimType::Morph || animType == RenderableAnimType::SkinnedMorph)
  153. {
  154. auto removeIter = std::remove_if(missingElements.begin(), missingElements.end(), [](const VertexElement& x)
  155. {
  156. return (x.getSemantic() == VES_POSITION && x.getSemanticIdx() == 1) ||
  157. (x.getSemantic() == VES_NORMAL && x.getSemanticIdx() == 1);
  158. });
  159. missingElements.erase(removeIter, missingElements.end());
  160. }
  161. if (!missingElements.empty())
  162. {
  163. StringStream wrnStream;
  164. wrnStream << "Provided mesh is missing required vertex attributes to render with the provided shader. Missing elements: " << std::endl;
  165. for (auto& entry : missingElements)
  166. wrnStream << "\t" << toString(entry.getSemantic()) << entry.getSemanticIdx() << std::endl;
  167. LOGWRN(wrnStream.str());
  168. break;
  169. }
  170. }
  171. }
  172. }
  173. // Generate or assigned renderer specific data for the material
  174. Any materialInfo = renElement.material->getRendererData();
  175. if(materialInfo.empty())
  176. {
  177. RendererMaterial matInfo;
  178. matInfo.params.resize(techniqueIdx + 1);
  179. matInfo.params[techniqueIdx] = renElement.material->createParamsSet(techniqueIdx);
  180. matInfo.matVersion = renElement.material->getVersion();
  181. renElement.material->updateParamsSet(matInfo.params[techniqueIdx], techniqueIdx, true);
  182. renElement.material->setRendererData(matInfo);
  183. renElement.params = matInfo.params[techniqueIdx];
  184. }
  185. else
  186. {
  187. RendererMaterial& matInfo = any_cast_ref<RendererMaterial>(materialInfo);
  188. if (matInfo.params.size() <= techniqueIdx)
  189. matInfo.params.resize(techniqueIdx + 1);
  190. if(matInfo.params[techniqueIdx] == nullptr || matInfo.matVersion != renElement.material->getVersion())
  191. {
  192. matInfo.params[techniqueIdx] = renElement.material->createParamsSet(techniqueIdx);
  193. matInfo.matVersion = renElement.material->getVersion();
  194. renElement.material->updateParamsSet(matInfo.params[techniqueIdx], techniqueIdx, true);
  195. }
  196. renElement.params = matInfo.params[techniqueIdx];
  197. }
  198. // Generate or assign sampler state overrides
  199. SamplerOverrideKey samplerKey(renElement.material, techniqueIdx);
  200. auto iterFind = mSamplerOverrides.find(samplerKey);
  201. if (iterFind != mSamplerOverrides.end())
  202. {
  203. renElement.samplerOverrides = iterFind->second;
  204. iterFind->second->refCount++;
  205. }
  206. else
  207. {
  208. SPtr<ShaderCore> shader = renElement.material->getShader();
  209. MaterialSamplerOverrides* samplerOverrides = SamplerOverrideUtility::generateSamplerOverrides(shader,
  210. renElement.material->_getInternalParams(), renElement.params, mCoreOptions);
  211. mSamplerOverrides[samplerKey] = samplerOverrides;
  212. renElement.samplerOverrides = samplerOverrides;
  213. samplerOverrides->refCount++;
  214. }
  215. mObjectRenderer->initElement(renElement);
  216. }
  217. }
  218. }
  219. void RenderBeast::notifyRenderableRemoved(RenderableCore* renderable)
  220. {
  221. UINT32 renderableId = renderable->getRendererId();
  222. RenderableCore* lastRenerable = mRenderables.back().renderable;
  223. UINT32 lastRenderableId = lastRenerable->getRendererId();
  224. Vector<BeastRenderableElement>& elements = mRenderables[renderableId].elements;
  225. for (auto& element : elements)
  226. {
  227. SamplerOverrideKey samplerKey(element.material, element.techniqueIdx);
  228. auto iterFind = mSamplerOverrides.find(samplerKey);
  229. assert(iterFind != mSamplerOverrides.end());
  230. MaterialSamplerOverrides* samplerOverrides = iterFind->second;
  231. samplerOverrides->refCount--;
  232. if (samplerOverrides->refCount == 0)
  233. {
  234. SamplerOverrideUtility::destroySamplerOverrides(samplerOverrides);
  235. mSamplerOverrides.erase(iterFind);
  236. }
  237. element.samplerOverrides = nullptr;
  238. }
  239. if (renderableId != lastRenderableId)
  240. {
  241. // Swap current last element with the one we want to erase
  242. std::swap(mRenderables[renderableId], mRenderables[lastRenderableId]);
  243. std::swap(mWorldBounds[renderableId], mWorldBounds[lastRenderableId]);
  244. std::swap(mRenderableShaderData[renderableId], mRenderableShaderData[lastRenderableId]);
  245. lastRenerable->setRendererId(renderableId);
  246. for (auto& element : elements)
  247. element.renderableId = renderableId;
  248. }
  249. // Last element is the one we want to erase
  250. mRenderables.erase(mRenderables.end() - 1);
  251. mWorldBounds.erase(mWorldBounds.end() - 1);
  252. mRenderableShaderData.erase(mRenderableShaderData.end() - 1);
  253. mVisibility.erase(mVisibility.end() - 1);
  254. }
  255. void RenderBeast::notifyRenderableUpdated(RenderableCore* renderable)
  256. {
  257. UINT32 renderableId = renderable->getRendererId();
  258. RenderableShaderData& shaderData = mRenderableShaderData[renderableId];
  259. shaderData.worldTransform = renderable->getTransform();
  260. shaderData.invWorldTransform = shaderData.worldTransform.inverseAffine();
  261. shaderData.worldNoScaleTransform = renderable->getTransformNoScale();
  262. shaderData.invWorldNoScaleTransform = shaderData.worldNoScaleTransform.inverseAffine();
  263. shaderData.worldDeterminantSign = shaderData.worldTransform.determinant3x3() >= 0.0f ? 1.0f : -1.0f;
  264. mWorldBounds[renderableId] = renderable->getBounds();
  265. }
  266. void RenderBeast::notifyLightAdded(LightCore* light)
  267. {
  268. if (light->getType() == LightType::Directional)
  269. {
  270. UINT32 lightId = (UINT32)mDirectionalLights.size();
  271. light->setRendererId(lightId);
  272. mDirectionalLights.push_back(RendererLight());
  273. RendererLight& lightData = mDirectionalLights.back();
  274. lightData.internal = light;
  275. }
  276. else
  277. {
  278. UINT32 lightId = (UINT32)mPointLights.size();
  279. light->setRendererId(lightId);
  280. mPointLights.push_back(RendererLight());
  281. mLightWorldBounds.push_back(light->getBounds());
  282. RendererLight& lightData = mPointLights.back();
  283. lightData.internal = light;
  284. }
  285. }
  286. void RenderBeast::notifyLightUpdated(LightCore* light)
  287. {
  288. UINT32 lightId = light->getRendererId();
  289. if (light->getType() != LightType::Directional)
  290. mLightWorldBounds[lightId] = light->getBounds();
  291. }
  292. void RenderBeast::notifyLightRemoved(LightCore* light)
  293. {
  294. UINT32 lightId = light->getRendererId();
  295. if (light->getType() == LightType::Directional)
  296. {
  297. LightCore* lastLight = mDirectionalLights.back().internal;
  298. UINT32 lastLightId = lastLight->getRendererId();
  299. if (lightId != lastLightId)
  300. {
  301. // Swap current last element with the one we want to erase
  302. std::swap(mDirectionalLights[lightId], mDirectionalLights[lastLightId]);
  303. lastLight->setRendererId(lightId);
  304. }
  305. // Last element is the one we want to erase
  306. mDirectionalLights.erase(mDirectionalLights.end() - 1);
  307. }
  308. else
  309. {
  310. LightCore* lastLight = mPointLights.back().internal;
  311. UINT32 lastLightId = lastLight->getRendererId();
  312. if (lightId != lastLightId)
  313. {
  314. // Swap current last element with the one we want to erase
  315. std::swap(mPointLights[lightId], mPointLights[lastLightId]);
  316. std::swap(mLightWorldBounds[lightId], mLightWorldBounds[lastLightId]);
  317. lastLight->setRendererId(lightId);
  318. }
  319. // Last element is the one we want to erase
  320. mPointLights.erase(mPointLights.end() - 1);
  321. mLightWorldBounds.erase(mLightWorldBounds.end() - 1);
  322. }
  323. }
  324. void RenderBeast::notifyCameraAdded(const CameraCore* camera)
  325. {
  326. updateCameraData(camera);
  327. }
  328. void RenderBeast::notifyCameraUpdated(const CameraCore* camera, UINT32 updateFlag)
  329. {
  330. if((updateFlag & (UINT32)CameraDirtyFlag::Everything) != 0)
  331. {
  332. updateCameraData(camera);
  333. }
  334. else if((updateFlag & (UINT32)CameraDirtyFlag::PostProcess) != 0)
  335. {
  336. RendererCamera& rendererCam = mCameras[camera];
  337. rendererCam.updatePP();
  338. }
  339. }
  340. void RenderBeast::notifyCameraRemoved(const CameraCore* camera)
  341. {
  342. updateCameraData(camera, true);
  343. }
  344. SPtr<PostProcessSettings> RenderBeast::createPostProcessSettings() const
  345. {
  346. return bs_shared_ptr_new<StandardPostProcessSettings>();
  347. }
  348. void RenderBeast::updateCameraData(const CameraCore* camera, bool forceRemove)
  349. {
  350. SPtr<RenderTargetCore> renderTarget = camera->getViewport()->getTarget();
  351. if(forceRemove)
  352. {
  353. mCameras.erase(camera);
  354. renderTarget = nullptr;
  355. }
  356. else
  357. {
  358. mCameras[camera] = RendererCamera(camera, mCoreOptions->stateReductionMode);
  359. }
  360. // Remove from render target list
  361. int rtChanged = 0; // 0 - No RT, 1 - RT found, 2 - RT changed
  362. for (auto iterTarget = mRenderTargets.begin(); iterTarget != mRenderTargets.end(); ++iterTarget)
  363. {
  364. RendererRenderTarget& target = *iterTarget;
  365. for (auto iterCam = target.cameras.begin(); iterCam != target.cameras.end(); ++iterCam)
  366. {
  367. if (camera == *iterCam)
  368. {
  369. if (renderTarget != target.target)
  370. {
  371. target.cameras.erase(iterCam);
  372. rtChanged = 2;
  373. }
  374. else
  375. rtChanged = 1;
  376. break;
  377. }
  378. }
  379. if (target.cameras.empty())
  380. {
  381. mRenderTargets.erase(iterTarget);
  382. break;
  383. }
  384. }
  385. // Register in render target list
  386. if (renderTarget != nullptr && (rtChanged == 0 || rtChanged == 2))
  387. {
  388. auto findIter = std::find_if(mRenderTargets.begin(), mRenderTargets.end(),
  389. [&](const RendererRenderTarget& x) { return x.target == renderTarget; });
  390. if (findIter != mRenderTargets.end())
  391. {
  392. findIter->cameras.push_back(camera);
  393. }
  394. else
  395. {
  396. mRenderTargets.push_back(RendererRenderTarget());
  397. RendererRenderTarget& renderTargetData = mRenderTargets.back();
  398. renderTargetData.target = renderTarget;
  399. renderTargetData.cameras.push_back(camera);
  400. }
  401. // Sort render targets based on priority
  402. auto cameraComparer = [&](const CameraCore* a, const CameraCore* b) { return a->getPriority() > b->getPriority(); };
  403. auto renderTargetInfoComparer = [&](const RendererRenderTarget& a, const RendererRenderTarget& b)
  404. { return a.target->getProperties().getPriority() > b.target->getProperties().getPriority(); };
  405. std::sort(begin(mRenderTargets), end(mRenderTargets), renderTargetInfoComparer);
  406. for (auto& camerasPerTarget : mRenderTargets)
  407. {
  408. Vector<const CameraCore*>& cameras = camerasPerTarget.cameras;
  409. std::sort(begin(cameras), end(cameras), cameraComparer);
  410. }
  411. }
  412. }
  413. void RenderBeast::setOptions(const SPtr<CoreRendererOptions>& options)
  414. {
  415. mOptions = std::static_pointer_cast<RenderBeastOptions>(options);
  416. mOptionsDirty = true;
  417. }
  418. SPtr<CoreRendererOptions> RenderBeast::getOptions() const
  419. {
  420. return mOptions;
  421. }
  422. void RenderBeast::syncOptions(const RenderBeastOptions& options)
  423. {
  424. bool filteringChanged = mCoreOptions->filtering != options.filtering;
  425. if (options.filtering == RenderBeastFiltering::Anisotropic)
  426. filteringChanged |= mCoreOptions->anisotropyMax != options.anisotropyMax;
  427. if (filteringChanged)
  428. refreshSamplerOverrides(true);
  429. *mCoreOptions = options;
  430. for (auto& entry : mCameras)
  431. {
  432. RendererCamera& rendererCam = entry.second;
  433. rendererCam.update(mCoreOptions->stateReductionMode);
  434. }
  435. }
  436. void RenderBeast::renderAll()
  437. {
  438. // Sync all dirty sim thread CoreObject data to core thread
  439. CoreObjectManager::instance().syncToCore(gCoreAccessor());
  440. if (mOptionsDirty)
  441. {
  442. gCoreAccessor().queueCommand(std::bind(&RenderBeast::syncOptions, this, *mOptions));
  443. mOptionsDirty = false;
  444. }
  445. gCoreAccessor().queueCommand(std::bind(&RenderBeast::renderAllCore, this, gTime().getTime(), gTime().getFrameDelta()));
  446. }
  447. void RenderBeast::renderAllCore(float time, float delta)
  448. {
  449. THROW_IF_NOT_CORE_THREAD;
  450. gProfilerCPU().beginSample("renderAllCore");
  451. // Note: I'm iterating over all sampler states every frame. If this ends up being a performance
  452. // issue consider handling this internally in MaterialCore which can only do it when sampler states
  453. // are actually modified after sync
  454. refreshSamplerOverrides();
  455. // Update global per-frame hardware buffers
  456. mObjectRenderer->setParamFrameParams(time);
  457. // Generate render queues per camera
  458. mVisibility.assign(mVisibility.size(), false);
  459. for (auto& entry : mCameras)
  460. entry.second.determineVisible(mRenderables, mWorldBounds, mVisibility);
  461. AnimationManager::instance().waitUntilComplete();
  462. const RendererAnimationData& animData = AnimationManager::instance().getRendererData();
  463. RendererFrame frameInfo(delta, animData);
  464. // Update bone matrix and morph shape GPU buffers
  465. UINT32 numRenderables = (UINT32)mRenderables.size();
  466. for (UINT32 i = 0; i < numRenderables; i++)
  467. {
  468. if (!mVisibility[i])
  469. continue;
  470. mRenderables[i].renderable->updateAnimationBuffers(animData);
  471. // TODO - Also move per-object buffer updates here (will require worldViewProj matrix to be moved to a separate buffer (or a push constant))
  472. // TODO - Before uploading bone matrices and per-object data, check if it has actually been changed since last frame (most objects will be static)
  473. // TODO - Also move per-camera buffer updates in a separate loop
  474. }
  475. // TODO - When porting to Vulkan, start upload and issue barrier (but somehow avoid blocking too long here?)
  476. // Render everything, target by target
  477. for (auto& rtInfo : mRenderTargets)
  478. {
  479. SPtr<RenderTargetCore> target = rtInfo.target;
  480. Vector<const CameraCore*>& cameras = rtInfo.cameras;
  481. RenderAPICore::instance().beginFrame();
  482. UINT32 numCameras = (UINT32)cameras.size();
  483. for (UINT32 i = 0; i < numCameras; i++)
  484. {
  485. bool isOverlayCamera = cameras[i]->getFlags().isSet(CameraFlag::Overlay);
  486. if (!isOverlayCamera)
  487. render(frameInfo, rtInfo, i);
  488. else
  489. renderOverlay(frameInfo, rtInfo, i);
  490. }
  491. RenderAPICore::instance().endFrame();
  492. RenderAPICore::instance().swapBuffers(target);
  493. }
  494. gProfilerCPU().endSample("renderAllCore");
  495. }
  496. void RenderBeast::render(const RendererFrame& frameInfo, RendererRenderTarget& rtInfo, UINT32 camIdx)
  497. {
  498. gProfilerCPU().beginSample("Render");
  499. const CameraCore* camera = rtInfo.cameras[camIdx];
  500. RendererCamera& rendererCam = mCameras[camera];
  501. CameraShaderData cameraShaderData = rendererCam.getShaderData();
  502. assert(!camera->getFlags().isSet(CameraFlag::Overlay));
  503. mObjectRenderer->setPerCameraParams(cameraShaderData);
  504. rendererCam.beginRendering(true);
  505. SPtr<RenderTargets> renderTargets = rendererCam.getRenderTargets();
  506. renderTargets->bindGBuffer();
  507. //// Trigger pre-scene callbacks
  508. auto iterCameraCallbacks = mRenderCallbacks.find(camera);
  509. if (iterCameraCallbacks != mRenderCallbacks.end())
  510. {
  511. for (auto& callbackPair : iterCameraCallbacks->second)
  512. {
  513. const RenderCallbackData& callbackData = callbackPair.second;
  514. if (callbackData.overlay)
  515. continue;
  516. if (callbackPair.first >= 0)
  517. break;
  518. callbackData.callback();
  519. }
  520. }
  521. //// Render base pass
  522. const Vector<RenderQueueElement>& opaqueElements = rendererCam.getOpaqueQueue()->getSortedElements();
  523. for (auto iter = opaqueElements.begin(); iter != opaqueElements.end(); ++iter)
  524. {
  525. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  526. renderElement(*renderElem, iter->passIdx, iter->applyPass, frameInfo, cameraShaderData.viewProj);
  527. }
  528. renderTargets->bindSceneColor(true);
  529. //// Render light pass
  530. {
  531. SPtr<GpuParamBlockBufferCore> perCameraBuffer = mObjectRenderer->getPerCameraParams().getBuffer();
  532. mDirLightMat->bind(renderTargets, perCameraBuffer);
  533. for (auto& light : mDirectionalLights)
  534. {
  535. if (!light.internal->getIsActive())
  536. continue;
  537. mDirLightMat->setPerLightParams(light.internal);
  538. gRendererUtility().drawScreenQuad();
  539. }
  540. // Draw point lights which our camera is within
  541. // TODO - Possibly use instanced drawing here as only two meshes are drawn with various properties
  542. mPointLightInMat->bind(renderTargets, perCameraBuffer);
  543. // TODO - Cull lights based on visibility, right now I just iterate over all of them.
  544. for (auto& light : mPointLights)
  545. {
  546. if (!light.internal->getIsActive())
  547. continue;
  548. float distToLight = (light.internal->getBounds().getCenter() - camera->getPosition()).squaredLength();
  549. float boundRadius = light.internal->getBounds().getRadius() * 1.05f + camera->getNearClipDistance() * 2.0f;
  550. bool cameraInLightGeometry = distToLight < boundRadius * boundRadius;
  551. if (!cameraInLightGeometry)
  552. continue;
  553. mPointLightInMat->setPerLightParams(light.internal);
  554. SPtr<MeshCore> mesh = light.internal->getMesh();
  555. gRendererUtility().draw(mesh, mesh->getProperties().getSubMesh(0));
  556. }
  557. // Draw other point lights
  558. mPointLightOutMat->bind(renderTargets, perCameraBuffer);
  559. for (auto& light : mPointLights)
  560. {
  561. if (!light.internal->getIsActive())
  562. continue;
  563. float distToLight = (light.internal->getBounds().getCenter() - camera->getPosition()).squaredLength();
  564. float boundRadius = light.internal->getBounds().getRadius() * 1.05f + camera->getNearClipDistance() * 2.0f;
  565. bool cameraInLightGeometry = distToLight < boundRadius * boundRadius;
  566. if (cameraInLightGeometry)
  567. continue;
  568. mPointLightOutMat->setPerLightParams(light.internal);
  569. SPtr<MeshCore> mesh = light.internal->getMesh();
  570. gRendererUtility().draw(mesh, mesh->getProperties().getSubMesh(0));
  571. }
  572. }
  573. renderTargets->bindSceneColor(false);
  574. // Render transparent objects (TODO - No lighting yet)
  575. const Vector<RenderQueueElement>& transparentElements = rendererCam.getTransparentQueue()->getSortedElements();
  576. for (auto iter = transparentElements.begin(); iter != transparentElements.end(); ++iter)
  577. {
  578. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  579. renderElement(*renderElem, iter->passIdx, iter->applyPass, frameInfo, cameraShaderData.viewProj);
  580. }
  581. // Render non-overlay post-scene callbacks
  582. if (iterCameraCallbacks != mRenderCallbacks.end())
  583. {
  584. for (auto& callbackPair : iterCameraCallbacks->second)
  585. {
  586. const RenderCallbackData& callbackData = callbackPair.second;
  587. if (callbackData.overlay || callbackPair.first < 0)
  588. continue;
  589. callbackData.callback();
  590. }
  591. }
  592. // TODO - If GBuffer has multiple samples, I should resolve them before post-processing
  593. PostProcessing::instance().postProcess(renderTargets->getSceneColorRT(),
  594. camera, rendererCam.getPPInfo(), frameInfo.delta);
  595. // Render overlay post-scene callbacks
  596. if (iterCameraCallbacks != mRenderCallbacks.end())
  597. {
  598. for (auto& callbackPair : iterCameraCallbacks->second)
  599. {
  600. const RenderCallbackData& callbackData = callbackPair.second;
  601. if (!callbackData.overlay)
  602. continue;
  603. callbackData.callback();
  604. }
  605. }
  606. rendererCam.endRendering();
  607. gProfilerCPU().endSample("Render");
  608. }
  609. void RenderBeast::renderOverlay(const RendererFrame& frameInfo, RendererRenderTarget& rtData, UINT32 camIdx)
  610. {
  611. gProfilerCPU().beginSample("RenderOverlay");
  612. const CameraCore* camera = rtData.cameras[camIdx];
  613. assert(camera->getFlags().isSet(CameraFlag::Overlay));
  614. SPtr<ViewportCore> viewport = camera->getViewport();
  615. RendererCamera& rendererCam = mCameras[camera];
  616. CameraShaderData cameraShaderData = rendererCam.getShaderData();
  617. mObjectRenderer->setPerCameraParams(cameraShaderData);
  618. rendererCam.beginRendering(false);
  619. SPtr<RenderTargetCore> target = rtData.target;
  620. RenderAPICore::instance().setRenderTarget(target);
  621. RenderAPICore::instance().setViewport(viewport->getNormArea());
  622. // If first camera in render target, prepare the render target
  623. if (camIdx == 0)
  624. {
  625. UINT32 clearBuffers = 0;
  626. if (viewport->getRequiresColorClear())
  627. clearBuffers |= FBT_COLOR;
  628. if (viewport->getRequiresDepthClear())
  629. clearBuffers |= FBT_DEPTH;
  630. if (viewport->getRequiresStencilClear())
  631. clearBuffers |= FBT_STENCIL;
  632. if (clearBuffers != 0)
  633. {
  634. RenderAPICore::instance().clearViewport(clearBuffers, viewport->getClearColor(),
  635. viewport->getClearDepthValue(), viewport->getClearStencilValue());
  636. }
  637. }
  638. // Render overlay post-scene callbacks
  639. auto iterCameraCallbacks = mRenderCallbacks.find(camera);
  640. if (iterCameraCallbacks != mRenderCallbacks.end())
  641. {
  642. for (auto& callbackPair : iterCameraCallbacks->second)
  643. {
  644. const RenderCallbackData& callbackData = callbackPair.second;
  645. if (!callbackData.overlay)
  646. continue;
  647. callbackData.callback();
  648. }
  649. }
  650. rendererCam.endRendering();
  651. gProfilerCPU().endSample("RenderOverlay");
  652. }
  653. void RenderBeast::renderElement(const BeastRenderableElement& element, UINT32 passIdx, bool bindPass,
  654. const RendererFrame& frameInfo, const Matrix4& viewProj)
  655. {
  656. SPtr<MaterialCore> material = element.material;
  657. UINT32 rendererId = element.renderableId;
  658. Matrix4 worldViewProjMatrix = viewProj * mRenderableShaderData[rendererId].worldTransform;
  659. SPtr<GpuBufferCore> boneMatrices = element.boneMatrixBuffer;
  660. mObjectRenderer->setPerObjectParams(element, mRenderableShaderData[rendererId], worldViewProjMatrix, boneMatrices);
  661. material->updateParamsSet(element.params, element.techniqueIdx);
  662. if (bindPass)
  663. RendererUtility::instance().setPass(material, passIdx, element.techniqueIdx);
  664. if (element.samplerOverrides != nullptr)
  665. setPassParams(element.params, element.samplerOverrides, passIdx);
  666. else
  667. setPassParams(element.params, nullptr, passIdx);
  668. if(element.morphVertexDeclaration == nullptr)
  669. gRendererUtility().draw(element.mesh, element.subMesh);
  670. else
  671. gRendererUtility().drawMorph(element.mesh, element.subMesh, element.morphShapeBuffer,
  672. element.morphVertexDeclaration);
  673. }
  674. void RenderBeast::refreshSamplerOverrides(bool force)
  675. {
  676. for (auto& entry : mSamplerOverrides)
  677. {
  678. SPtr<MaterialParamsCore> materialParams = entry.first.material->_getInternalParams();
  679. MaterialSamplerOverrides* materialOverrides = entry.second;
  680. for(UINT32 i = 0; i < materialOverrides->numOverrides; i++)
  681. {
  682. SamplerOverride& override = materialOverrides->overrides[i];
  683. const MaterialParamsBase::ParamData* materialParamData = materialParams->getParamData(override.paramIdx);
  684. SPtr<SamplerStateCore> samplerState;
  685. materialParams->getSamplerState(materialParamData->index, samplerState);
  686. UINT64 hash = 0;
  687. if (samplerState != nullptr)
  688. hash = samplerState->getProperties().getHash();
  689. if (hash != override.originalStateHash || force)
  690. {
  691. if (samplerState != nullptr)
  692. override.state = SamplerOverrideUtility::generateSamplerOverride(samplerState, mCoreOptions);
  693. else
  694. override.state = SamplerOverrideUtility::generateSamplerOverride(SamplerStateCore::getDefault(), mCoreOptions);;
  695. }
  696. }
  697. }
  698. }
  699. void RenderBeast::setPassParams(const SPtr<GpuParamsSetCore>& paramsSet, const MaterialSamplerOverrides* samplerOverrides,
  700. UINT32 passIdx)
  701. {
  702. THROW_IF_NOT_CORE_THREAD;
  703. RenderAPICore& rapi = RenderAPICore::instance();
  704. struct StageData
  705. {
  706. GpuProgramType type;
  707. SPtr<GpuParamsCore> params;
  708. };
  709. const UINT32 numStages = 6;
  710. GpuProgramType stages[numStages] =
  711. {
  712. { GPT_VERTEX_PROGRAM },
  713. { GPT_FRAGMENT_PROGRAM },
  714. { GPT_GEOMETRY_PROGRAM },
  715. { GPT_HULL_PROGRAM },
  716. { GPT_DOMAIN_PROGRAM },
  717. { GPT_COMPUTE_PROGRAM }
  718. };
  719. for (UINT32 i = 0; i < numStages; i++)
  720. {
  721. SPtr<GpuParamsCore> params = paramsSet->getGpuParams(stages[i], passIdx);
  722. if (params == nullptr)
  723. continue;
  724. const GpuParamDesc& paramDesc = params->getParamDesc();
  725. for (auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
  726. {
  727. SPtr<TextureCore> texture = params->getTexture(iter->second.slot);
  728. rapi.setTexture(stages[i], iter->second.slot, texture);
  729. }
  730. for (auto iter = paramDesc.loadStoreTextures.begin(); iter != paramDesc.loadStoreTextures.end(); ++iter)
  731. {
  732. SPtr<TextureCore> texture = params->getLoadStoreTexture(iter->second.slot);
  733. const TextureSurface& surface = params->getLoadStoreSurface(iter->second.slot);
  734. if (texture == nullptr)
  735. rapi.setLoadStoreTexture(stages[i], iter->second.slot, nullptr, surface);
  736. else
  737. rapi.setLoadStoreTexture(stages[i], iter->second.slot, texture, surface);
  738. }
  739. for (auto iter = paramDesc.buffers.begin(); iter != paramDesc.buffers.end(); ++iter)
  740. {
  741. SPtr<GpuBufferCore> buffer = params->getBuffer(iter->second.slot);
  742. bool isLoadStore = iter->second.type != GPOT_BYTE_BUFFER &&
  743. iter->second.type != GPOT_STRUCTURED_BUFFER;
  744. rapi.setBuffer(stages[i], iter->second.slot, buffer, isLoadStore);
  745. }
  746. for (auto iter = paramDesc.paramBlocks.begin(); iter != paramDesc.paramBlocks.end(); ++iter)
  747. {
  748. SPtr<GpuParamBlockBufferCore> blockBuffer = params->getParamBlockBuffer(iter->second.slot);
  749. blockBuffer->flushToGPU();
  750. rapi.setParamBuffer(stages[i], iter->second.slot, blockBuffer, paramDesc);
  751. }
  752. for (auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  753. {
  754. SPtr<SamplerStateCore> samplerState;
  755. if (samplerOverrides != nullptr)
  756. {
  757. UINT32 overrideIndex = samplerOverrides->passes[passIdx].stages[i].stateOverrides[iter->second.slot];
  758. if (overrideIndex != (UINT32)-1)
  759. samplerState = samplerOverrides->overrides[overrideIndex].state;
  760. }
  761. if (samplerState == nullptr)
  762. samplerState = params->getSamplerState(iter->second.slot);
  763. if (samplerState == nullptr)
  764. rapi.setSamplerState(stages[i], iter->second.slot, SamplerStateCore::getDefault());
  765. else
  766. rapi.setSamplerState(stages[i], iter->second.slot, samplerState);
  767. }
  768. }
  769. }
  770. }