BsRendererScene.cpp 23 KB

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