BsRenderBeast.cpp 36 KB

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  1. #include "BsRenderBeast.h"
  2. #include "BsCCamera.h"
  3. #include "BsSceneObject.h"
  4. #include "BsSceneManager.h"
  5. #include "BsCRenderable.h"
  6. #include "BsMaterial.h"
  7. #include "BsMesh.h"
  8. #include "BsPass.h"
  9. #include "BsBlendState.h"
  10. #include "BsRasterizerState.h"
  11. #include "BsDepthStencilState.h"
  12. #include "BsSamplerState.h"
  13. #include "BsCoreApplication.h"
  14. #include "BsViewport.h"
  15. #include "BsRenderTarget.h"
  16. #include "BsRenderQueue.h"
  17. #include "BsGUIManager.h"
  18. #include "BsCoreThread.h"
  19. #include "BsGpuParams.h"
  20. #include "BsProfilerCPU.h"
  21. #include "BsShader.h"
  22. #include "BsTechnique.h"
  23. #include "BsHardwareBufferManager.h"
  24. #include "BsGpuParamBlockBuffer.h"
  25. #include "BsShader.h"
  26. #include "BsStaticRenderableHandler.h"
  27. #include "BsTime.h"
  28. #include "BsRenderableElement.h"
  29. #include "BsFrameAlloc.h"
  30. #include "BsCoreObjectManager.h"
  31. #include "BsRenderBeastOptions.h"
  32. #include "BsSamplerOverrides.h"
  33. #include "BsLight.h"
  34. #include "BsRenderTexturePool.h"
  35. #include "BsRenderTargets.h"
  36. #include "BsLightRendering.h"
  37. using namespace std::placeholders;
  38. namespace BansheeEngine
  39. {
  40. RenderBeast::RenderBeast()
  41. :mOptions(bs_shared_ptr_new<RenderBeastOptions>()), mOptionsDirty(true), mStaticHandler(nullptr)
  42. {
  43. }
  44. const StringID& RenderBeast::getName() const
  45. {
  46. static StringID name = "RenderBeast";
  47. return name;
  48. }
  49. void RenderBeast::_onActivated()
  50. {
  51. CoreRenderer::_onActivated();
  52. gCoreAccessor().queueCommand(std::bind(&RenderBeast::initializeCore, this));
  53. }
  54. void RenderBeast::_onDeactivated()
  55. {
  56. CoreRenderer::_onDeactivated();
  57. gCoreAccessor().queueCommand(std::bind(&RenderBeast::destroyCore, this));
  58. gCoreAccessor().submitToCoreThread(true);
  59. }
  60. void RenderBeast::initializeCore()
  61. {
  62. mCoreOptions = bs_shared_ptr_new<RenderBeastOptions>();
  63. mStaticHandler = bs_new<StaticRenderableHandler>();
  64. RenderTexturePool::startUp();
  65. SPtr<ShaderCore> shader = createDefaultShader();
  66. mDummyMaterial = MaterialCore::create(shader);
  67. }
  68. void RenderBeast::destroyCore()
  69. {
  70. if (mStaticHandler != nullptr)
  71. bs_delete(mStaticHandler);
  72. mRenderTargets.clear();
  73. mCameraData.clear();
  74. mRenderables.clear();
  75. RenderTexturePool::shutDown();
  76. assert(mSamplerOverrides.empty());
  77. mDummyMaterial = nullptr;
  78. }
  79. void RenderBeast::_notifyRenderableAdded(RenderableCore* renderable)
  80. {
  81. UINT32 renderableId = (UINT32)mRenderables.size();
  82. renderable->setRendererId(renderableId);
  83. mRenderables.push_back(RenderableData());
  84. mRenderableShaderData.push_back(RenderableShaderData());
  85. mWorldBounds.push_back(renderable->getBounds());
  86. RenderableData& renderableData = mRenderables.back();
  87. renderableData.renderable = renderable;
  88. RenderableShaderData& shaderData = mRenderableShaderData.back();
  89. shaderData.worldTransform = renderable->getTransform();
  90. shaderData.invWorldTransform = shaderData.worldTransform.inverseAffine();
  91. shaderData.worldNoScaleTransform = renderable->getTransformNoScale();
  92. shaderData.invWorldNoScaleTransform = shaderData.worldNoScaleTransform.inverseAffine();
  93. shaderData.worldDeterminantSign = shaderData.worldTransform.determinant3x3() >= 0.0f ? 1.0f : -1.0f;
  94. if (renderable->getRenderableType() == RenType_LitTextured)
  95. renderableData.controller = mStaticHandler;
  96. else
  97. renderableData.controller = nullptr;
  98. SPtr<MeshCore> mesh = renderable->getMesh();
  99. if (mesh != nullptr)
  100. {
  101. const MeshProperties& meshProps = mesh->getProperties();
  102. for (UINT32 i = 0; i < meshProps.getNumSubMeshes(); i++)
  103. {
  104. renderableData.elements.push_back(BeastRenderableElement());
  105. BeastRenderableElement& renElement = renderableData.elements.back();
  106. renElement.mesh = mesh;
  107. renElement.subMesh = meshProps.getSubMesh(i);
  108. renElement.renderableId = renderableId;
  109. renElement.material = renderable->getMaterial(i);
  110. if (renElement.material == nullptr)
  111. renElement.material = renderable->getMaterial(0);
  112. if (renElement.material == nullptr)
  113. renElement.material = mDummyMaterial;
  114. auto iterFind = mSamplerOverrides.find(renElement.material);
  115. if (iterFind != mSamplerOverrides.end())
  116. {
  117. renElement.samplerOverrides = iterFind->second;
  118. iterFind->second->refCount++;
  119. }
  120. else
  121. {
  122. MaterialSamplerOverrides* samplerOverrides = SamplerOverrideUtility::generateSamplerOverrides(renElement.material, mCoreOptions);
  123. mSamplerOverrides[renElement.material] = samplerOverrides;
  124. renElement.samplerOverrides = samplerOverrides;
  125. samplerOverrides->refCount++;
  126. }
  127. if (renderableData.controller != nullptr)
  128. renderableData.controller->initializeRenderElem(renElement);
  129. }
  130. }
  131. }
  132. void RenderBeast::_notifyRenderableRemoved(RenderableCore* renderable)
  133. {
  134. UINT32 renderableId = renderable->getRendererId();
  135. RenderableCore* lastRenerable = mRenderables.back().renderable;
  136. UINT32 lastRenderableId = lastRenerable->getRendererId();
  137. Vector<BeastRenderableElement>& elements = mRenderables[renderableId].elements;
  138. for (auto& element : elements)
  139. {
  140. auto iterFind = mSamplerOverrides.find(element.material);
  141. assert(iterFind != mSamplerOverrides.end());
  142. MaterialSamplerOverrides* samplerOverrides = iterFind->second;
  143. samplerOverrides->refCount--;
  144. if (samplerOverrides->refCount == 0)
  145. {
  146. SamplerOverrideUtility::destroySamplerOverrides(samplerOverrides);
  147. mSamplerOverrides.erase(iterFind);
  148. }
  149. element.samplerOverrides = nullptr;
  150. }
  151. if (renderableId != lastRenderableId)
  152. {
  153. // Swap current last element with the one we want to erase
  154. std::swap(mRenderables[renderableId], mRenderables[lastRenderableId]);
  155. std::swap(mWorldBounds[renderableId], mWorldBounds[lastRenderableId]);
  156. std::swap(mRenderableShaderData[renderableId], mRenderableShaderData[lastRenderableId]);
  157. lastRenerable->setRendererId(renderableId);
  158. Vector<BeastRenderableElement>& lastRenderableElements = mRenderables[renderableId].elements;
  159. for (auto& element : elements)
  160. element.renderableId = renderableId;
  161. }
  162. // Last element is the one we want to erase
  163. mRenderables.erase(mRenderables.end() - 1);
  164. mWorldBounds.erase(mWorldBounds.end() - 1);
  165. mRenderableShaderData.erase(mRenderableShaderData.end() - 1);
  166. }
  167. void RenderBeast::_notifyRenderableUpdated(RenderableCore* renderable)
  168. {
  169. UINT32 renderableId = renderable->getRendererId();
  170. RenderableShaderData& shaderData = mRenderableShaderData[renderableId];
  171. shaderData.worldTransform = renderable->getTransform();
  172. shaderData.invWorldTransform = shaderData.worldTransform.inverseAffine();
  173. shaderData.worldNoScaleTransform = renderable->getTransformNoScale();
  174. shaderData.invWorldNoScaleTransform = shaderData.worldNoScaleTransform.inverseAffine();
  175. shaderData.worldDeterminantSign = shaderData.worldTransform.determinant3x3() >= 0.0f ? 1.0f : -1.0f;
  176. mWorldBounds[renderableId] = renderable->getBounds();
  177. }
  178. void RenderBeast::_notifyLightAdded(LightCore* light)
  179. {
  180. if (light->getType() == LightType::Directional)
  181. {
  182. UINT32 lightId = (UINT32)mDirectionalLights.size();
  183. light->setRendererId(lightId);
  184. mDirectionalLights.push_back(LightData());
  185. LightData& lightData = mDirectionalLights.back();
  186. lightData.internal = light;
  187. }
  188. else
  189. {
  190. UINT32 lightId = (UINT32)mPointLights.size();
  191. light->setRendererId(lightId);
  192. mPointLights.push_back(LightData());
  193. mLightWorldBounds.push_back(light->getBounds());
  194. LightData& lightData = mPointLights.back();
  195. lightData.internal = light;
  196. }
  197. }
  198. void RenderBeast::_notifyLightUpdated(LightCore* light)
  199. {
  200. UINT32 lightId = light->getRendererId();
  201. if (light->getType() != LightType::Directional)
  202. mLightWorldBounds[lightId] = light->getBounds();
  203. }
  204. void RenderBeast::_notifyLightRemoved(LightCore* light)
  205. {
  206. UINT32 lightId = light->getRendererId();
  207. if (light->getType() == LightType::Directional)
  208. {
  209. LightCore* lastLight = mDirectionalLights.back().internal;
  210. UINT32 lastLightId = lastLight->getRendererId();
  211. if (lightId != lastLightId)
  212. {
  213. // Swap current last element with the one we want to erase
  214. std::swap(mDirectionalLights[lightId], mDirectionalLights[lastLightId]);
  215. lastLight->setRendererId(lightId);
  216. }
  217. // Last element is the one we want to erase
  218. mDirectionalLights.erase(mDirectionalLights.end() - 1);
  219. }
  220. else
  221. {
  222. LightCore* lastLight = mPointLights.back().internal;
  223. UINT32 lastLightId = lastLight->getRendererId();
  224. if (lightId != lastLightId)
  225. {
  226. // Swap current last element with the one we want to erase
  227. std::swap(mPointLights[lightId], mPointLights[lastLightId]);
  228. std::swap(mLightWorldBounds[lightId], mLightWorldBounds[lastLightId]);
  229. lastLight->setRendererId(lightId);
  230. }
  231. // Last element is the one we want to erase
  232. mPointLights.erase(mPointLights.end() - 1);
  233. mLightWorldBounds.erase(mLightWorldBounds.end() - 1);
  234. }
  235. }
  236. void RenderBeast::_notifyCameraAdded(const CameraCore* camera)
  237. {
  238. CameraData& camData = mCameraData[camera];
  239. camData.opaqueQueue = bs_shared_ptr_new<RenderQueue>(mCoreOptions->stateReductionMode);
  240. StateReduction transparentStateReduction = mCoreOptions->stateReductionMode;
  241. if (transparentStateReduction == StateReduction::Material)
  242. transparentStateReduction = StateReduction::Distance; // Transparent object MUST be sorted by distance
  243. camData.transparentQueue = bs_shared_ptr_new<RenderQueue>(transparentStateReduction);
  244. // Register in render target list
  245. SPtr<RenderTargetCore> renderTarget = camera->getViewport()->getTarget();
  246. if (renderTarget == nullptr)
  247. return;
  248. auto findIter = std::find_if(mRenderTargets.begin(), mRenderTargets.end(),
  249. [&](const RenderTargetData& x) { return x.target == renderTarget; });
  250. if (findIter != mRenderTargets.end())
  251. {
  252. findIter->cameras.push_back(camera);
  253. }
  254. else
  255. {
  256. mRenderTargets.push_back(RenderTargetData());
  257. RenderTargetData& renderTargetData = mRenderTargets.back();
  258. renderTargetData.target = renderTarget;
  259. renderTargetData.cameras.push_back(camera);
  260. }
  261. // Sort render targets based on priority
  262. auto cameraComparer = [&](const CameraCore* a, const CameraCore* b) { return a->getPriority() > b->getPriority(); };
  263. auto renderTargetInfoComparer = [&](const RenderTargetData& a, const RenderTargetData& b)
  264. { return a.target->getProperties().getPriority() > b.target->getProperties().getPriority(); };
  265. std::sort(begin(mRenderTargets), end(mRenderTargets), renderTargetInfoComparer);
  266. for (auto& camerasPerTarget : mRenderTargets)
  267. {
  268. Vector<const CameraCore*>& cameras = camerasPerTarget.cameras;
  269. std::sort(begin(cameras), end(cameras), cameraComparer);
  270. }
  271. }
  272. void RenderBeast::_notifyCameraRemoved(const CameraCore* camera)
  273. {
  274. mCameraData.erase(camera);
  275. // Remove from render target list
  276. for (auto iterTarget = mRenderTargets.begin(); iterTarget != mRenderTargets.end(); ++iterTarget)
  277. {
  278. RenderTargetData& target = *iterTarget;
  279. for (auto iterCam = target.cameras.begin(); iterCam != target.cameras.end(); ++iterCam)
  280. {
  281. if (camera == *iterCam)
  282. {
  283. target.cameras.erase(iterCam);
  284. break;
  285. }
  286. }
  287. if (target.cameras.empty())
  288. {
  289. mRenderTargets.erase(iterTarget);
  290. break;
  291. }
  292. }
  293. }
  294. void RenderBeast::setOptions(const SPtr<CoreRendererOptions>& options)
  295. {
  296. mOptions = std::static_pointer_cast<RenderBeastOptions>(options);
  297. mOptionsDirty = true;
  298. }
  299. SPtr<CoreRendererOptions> RenderBeast::getOptions() const
  300. {
  301. return mOptions;
  302. }
  303. void RenderBeast::renderAll()
  304. {
  305. // Sync all dirty sim thread CoreObject data to core thread
  306. CoreObjectManager::instance().syncToCore(gCoreAccessor());
  307. if (mOptionsDirty)
  308. {
  309. gCoreAccessor().queueCommand(std::bind(&RenderBeast::syncRenderOptions, this, *mOptions));
  310. mOptionsDirty = false;
  311. }
  312. gCoreAccessor().queueCommand(std::bind(&RenderBeast::renderAllCore, this, gTime().getTime()));
  313. }
  314. void RenderBeast::syncRenderOptions(const RenderBeastOptions& options)
  315. {
  316. bool filteringChanged = mCoreOptions->filtering != options.filtering;
  317. if (options.filtering == RenderBeastFiltering::Anisotropic)
  318. filteringChanged |= mCoreOptions->anisotropyMax != options.anisotropyMax;
  319. if (filteringChanged)
  320. refreshSamplerOverrides(true);
  321. *mCoreOptions = options;
  322. for (auto& cameraData : mCameraData)
  323. {
  324. cameraData.second.opaqueQueue->setStateReduction(mCoreOptions->stateReductionMode);
  325. StateReduction transparentStateReduction = mCoreOptions->stateReductionMode;
  326. if (transparentStateReduction == StateReduction::Material)
  327. transparentStateReduction = StateReduction::Distance; // Transparent object MUST be sorted by distance
  328. cameraData.second.transparentQueue->setStateReduction(transparentStateReduction);
  329. }
  330. }
  331. void RenderBeast::renderAllCore(float time)
  332. {
  333. THROW_IF_NOT_CORE_THREAD;
  334. // Note: I'm iterating over all sampler states every frame. If this ends up being a performance
  335. // issue consider handling this internally in MaterialCore which can only do it when sampler states
  336. // are actually modified after sync
  337. refreshSamplerOverrides();
  338. // Update global per-frame hardware buffers
  339. mStaticHandler->updatePerFrameBuffers(time);
  340. // Generate render queues per camera
  341. for (auto& cameraData : mCameraData)
  342. {
  343. const CameraCore* camera = cameraData.first;
  344. determineVisible(*camera);
  345. }
  346. // Render everything, target by target
  347. for (auto& renderTargetData : mRenderTargets)
  348. {
  349. SPtr<RenderTargetCore> target = renderTargetData.target;
  350. Vector<const CameraCore*>& cameras = renderTargetData.cameras;
  351. RenderAPICore::instance().beginFrame();
  352. //UINT32 numCameras = (UINT32)cameras.size();
  353. //for (UINT32 i = 0; i < numCameras; i++)
  354. // render(renderTargetData, i);
  355. // BEGIN OLD STUFF
  356. RenderAPICore::instance().setRenderTarget(target);
  357. for(auto& camera : cameras)
  358. {
  359. SPtr<ViewportCore> viewport = camera->getViewport();
  360. RenderAPICore::instance().setViewport(viewport->getNormArea());
  361. UINT32 clearBuffers = 0;
  362. if(viewport->getRequiresColorClear())
  363. clearBuffers |= FBT_COLOR;
  364. if(viewport->getRequiresDepthClear())
  365. clearBuffers |= FBT_DEPTH;
  366. if(viewport->getRequiresStencilClear())
  367. clearBuffers |= FBT_STENCIL;
  368. if(clearBuffers != 0)
  369. RenderAPICore::instance().clearViewport(clearBuffers, viewport->getClearColor(), viewport->getClearDepthValue(), viewport->getClearStencilValue());
  370. renderOLD(*camera);
  371. }
  372. // END OLD STUFF
  373. RenderAPICore::instance().endFrame();
  374. RenderAPICore::instance().swapBuffers(target);
  375. }
  376. }
  377. void RenderBeast::render(RenderTargetData& rtData, UINT32 camIdx)
  378. {
  379. const CameraCore* camera = rtData.cameras[camIdx];
  380. CameraData& camData = mCameraData[camera];
  381. SPtr<ViewportCore> viewport = camera->getViewport();
  382. Matrix4 projMatrix = camera->getProjectionMatrixRS();
  383. Matrix4 viewMatrix = camera->getViewMatrix();
  384. Matrix4 viewProjMatrix = projMatrix * viewMatrix;
  385. mStaticHandler->updatePerCameraBuffers(viewProjMatrix, viewMatrix, projMatrix, camera->getForward());
  386. // Render scene objects to g-buffer if there are any
  387. const Vector<RenderQueueElement>& opaqueElements = camData.opaqueQueue->getSortedElements();
  388. bool hasGBuffer = opaqueElements.size() > 0;
  389. if (hasGBuffer)
  390. {
  391. bool createGBuffer = camData.gbuffer == nullptr ||
  392. camData.gbuffer->getHDR() != mCoreOptions->hdr ||
  393. camData.gbuffer->getNumSamples() != mCoreOptions->msaa;
  394. if (createGBuffer)
  395. camData.gbuffer = RenderTargets::create(*viewport, mCoreOptions->hdr, mCoreOptions->msaa);
  396. camData.gbuffer->bind();
  397. UINT32 clearBuffers = 0;
  398. if (viewport->getRequiresColorClear())
  399. clearBuffers |= FBT_COLOR;
  400. if (viewport->getRequiresDepthClear())
  401. clearBuffers |= FBT_DEPTH;
  402. if (viewport->getRequiresStencilClear())
  403. clearBuffers |= FBT_STENCIL;
  404. if (clearBuffers != 0)
  405. RenderAPICore::instance().clearViewport(clearBuffers, viewport->getClearColor(), viewport->getClearDepthValue(), viewport->getClearStencilValue());
  406. for (auto iter = opaqueElements.begin(); iter != opaqueElements.end(); ++iter)
  407. {
  408. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  409. SPtr<MaterialCore> material = renderElem->material;
  410. UINT32 rendererId = renderElem->renderableId;
  411. Matrix4 worldViewProjMatrix = viewProjMatrix * mRenderableShaderData[rendererId].worldTransform;
  412. mStaticHandler->updatePerObjectBuffers(*renderElem, mRenderableShaderData[rendererId], worldViewProjMatrix);
  413. mStaticHandler->bindGlobalBuffers(*renderElem); // Note: If I can keep global buffer slot indexes the same between shaders I could only bind these once
  414. mStaticHandler->bindPerObjectBuffers(*renderElem);
  415. if (iter->applyPass)
  416. {
  417. SPtr<PassCore> pass = material->getPass(iter->passIdx);
  418. setPass(pass);
  419. }
  420. SPtr<PassParametersCore> passParams = material->getPassParameters(iter->passIdx);
  421. if (renderElem->samplerOverrides != nullptr)
  422. setPassParams(passParams, &renderElem->samplerOverrides->passes[iter->passIdx]);
  423. else
  424. setPassParams(passParams, nullptr);
  425. draw(iter->renderElem->mesh, iter->renderElem->subMesh);
  426. }
  427. }
  428. else
  429. camData.gbuffer = nullptr;
  430. // Prepare final render target
  431. SPtr<RenderTargetCore> target = rtData.target;
  432. // If first camera in render target, prepare the RT
  433. if (camIdx == 0)
  434. {
  435. RenderAPICore::instance().setRenderTarget(target);
  436. RenderAPICore::instance().setViewport(viewport->getNormArea());
  437. UINT32 clearBuffers = 0;
  438. if (viewport->getRequiresColorClear())
  439. clearBuffers |= FBT_COLOR;
  440. if (viewport->getRequiresDepthClear())
  441. clearBuffers |= FBT_DEPTH;
  442. if (viewport->getRequiresStencilClear())
  443. clearBuffers |= FBT_STENCIL;
  444. if (clearBuffers != 0)
  445. RenderAPICore::instance().clearViewport(clearBuffers, viewport->getClearColor(), viewport->getClearDepthValue(), viewport->getClearStencilValue());
  446. }
  447. // Trigger pre-scene callbacks
  448. auto iterCameraCallbacks = mRenderCallbacks.find(camera);
  449. if (iterCameraCallbacks != mRenderCallbacks.end())
  450. {
  451. for (auto& callbackPair : iterCameraCallbacks->second)
  452. {
  453. if (callbackPair.first >= 0)
  454. break;
  455. callbackPair.second();
  456. }
  457. }
  458. // Render lights and resolve gbuffer if there is one
  459. if (hasGBuffer)
  460. {
  461. SPtr<MaterialCore> dirMaterial = DirectionalLightMat::instance->getMaterial();
  462. SPtr<PassCore> dirPass = dirMaterial->getPass(0);
  463. setPass(dirPass);
  464. for (auto& light : mDirectionalLights)
  465. {
  466. if (!light.internal->getIsActive())
  467. continue;
  468. DirectionalLightMat::instance->setParameters(light.internal);
  469. SPtr<MeshCore> mesh = nullptr; // TODO - Get full screen quad
  470. draw(mesh, mesh->getProperties().getSubMesh(0));
  471. }
  472. // TODO - Cull lights based on visibility, right now I just iterate over all of them.
  473. for (auto& light : mPointLights)
  474. {
  475. if (!light.internal->getIsActive())
  476. continue;
  477. PointLightMat::instance->setParameters(light.internal);
  478. SPtr<MeshCore> mesh = light.internal->getMesh();
  479. draw(mesh, mesh->getProperties().getSubMesh(0));
  480. }
  481. // TODO - Resolve to render target (Later: Manual resolve during deferred light pass?)
  482. camData.gbuffer->unbind();
  483. }
  484. // Render transparent objects (TODO - No lighting yet)
  485. const Vector<RenderQueueElement>& transparentElements = camData.transparentQueue->getSortedElements();
  486. for (auto iter = transparentElements.begin(); iter != transparentElements.end(); ++iter)
  487. {
  488. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  489. SPtr<MaterialCore> material = renderElem->material;
  490. UINT32 rendererId = renderElem->renderableId;
  491. Matrix4 worldViewProjMatrix = viewProjMatrix * mRenderableShaderData[rendererId].worldTransform;
  492. mStaticHandler->updatePerObjectBuffers(*renderElem, mRenderableShaderData[rendererId], worldViewProjMatrix);
  493. mStaticHandler->bindGlobalBuffers(*renderElem); // Note: If I can keep global buffer slot indexes the same between shaders I could only bind these once
  494. mStaticHandler->bindPerObjectBuffers(*renderElem);
  495. if (iter->applyPass)
  496. {
  497. SPtr<PassCore> pass = material->getPass(iter->passIdx);
  498. setPass(pass);
  499. }
  500. SPtr<PassParametersCore> passParams = material->getPassParameters(iter->passIdx);
  501. if (renderElem->samplerOverrides != nullptr)
  502. setPassParams(passParams, &renderElem->samplerOverrides->passes[iter->passIdx]);
  503. else
  504. setPassParams(passParams, nullptr);
  505. draw(iter->renderElem->mesh, iter->renderElem->subMesh);
  506. }
  507. camData.opaqueQueue->clear();
  508. camData.transparentQueue->clear();
  509. // Render post-scene callbacks
  510. if (iterCameraCallbacks != mRenderCallbacks.end())
  511. {
  512. for (auto& callbackPair : iterCameraCallbacks->second)
  513. {
  514. if (callbackPair.first < 0)
  515. continue;
  516. callbackPair.second();
  517. }
  518. }
  519. }
  520. void RenderBeast::renderOLD(const CameraCore& camera)
  521. {
  522. THROW_IF_NOT_CORE_THREAD;
  523. RenderAPICore& rs = RenderAPICore::instance();
  524. CameraData& cameraData = mCameraData[&camera];
  525. Matrix4 projMatrix = camera.getProjectionMatrixRS();
  526. Matrix4 viewMatrix = camera.getViewMatrix();
  527. Matrix4 viewProjMatrix = projMatrix * viewMatrix;
  528. // Trigger pre-render callbacks
  529. auto iterCameraCallbacks = mRenderCallbacks.find(&camera);
  530. if (iterCameraCallbacks != mRenderCallbacks.end())
  531. {
  532. for (auto& callbackPair : iterCameraCallbacks->second)
  533. {
  534. if (callbackPair.first >= 0)
  535. break;
  536. callbackPair.second();
  537. }
  538. }
  539. // Render opaque
  540. //// Update global per-frame hardware buffers
  541. mStaticHandler->updatePerCameraBuffers(viewProjMatrix, viewMatrix, projMatrix, camera.getForward());
  542. // TODO - This bit can be removed once I fully switch to deferred
  543. const Vector<RenderQueueElement>& opaqueElements = cameraData.opaqueQueue->getSortedElements();
  544. for(auto iter = opaqueElements.begin(); iter != opaqueElements.end(); ++iter)
  545. {
  546. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  547. SPtr<MaterialCore> material = renderElem->material;
  548. UINT32 rendererId = renderElem->renderableId;
  549. Matrix4 worldViewProjMatrix = viewProjMatrix * mRenderableShaderData[rendererId].worldTransform;
  550. mStaticHandler->updatePerObjectBuffers(*renderElem, mRenderableShaderData[rendererId], worldViewProjMatrix);
  551. mStaticHandler->bindGlobalBuffers(*renderElem); // Note: If I can keep global buffer slot indexes the same between shaders I could only bind these once
  552. mStaticHandler->bindPerObjectBuffers(*renderElem);
  553. if (iter->applyPass)
  554. {
  555. SPtr<PassCore> pass = material->getPass(iter->passIdx);
  556. setPass(pass);
  557. }
  558. {
  559. SPtr<PassParametersCore> passParams = material->getPassParameters(iter->passIdx);
  560. if (renderElem->samplerOverrides != nullptr)
  561. setPassParams(passParams, &renderElem->samplerOverrides->passes[iter->passIdx]);
  562. else
  563. setPassParams(passParams, nullptr);
  564. }
  565. draw(iter->renderElem->mesh, iter->renderElem->subMesh);
  566. }
  567. // Render transparent
  568. const Vector<RenderQueueElement>& transparentElements = cameraData.transparentQueue->getSortedElements();
  569. for (auto iter = transparentElements.begin(); iter != transparentElements.end(); ++iter)
  570. {
  571. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  572. SPtr<MaterialCore> material = renderElem->material;
  573. UINT32 rendererId = renderElem->renderableId;
  574. Matrix4 worldViewProjMatrix = viewProjMatrix * mRenderableShaderData[rendererId].worldTransform;
  575. mStaticHandler->updatePerObjectBuffers(*renderElem, mRenderableShaderData[rendererId], worldViewProjMatrix);
  576. mStaticHandler->bindGlobalBuffers(*renderElem); // Note: If I can keep global buffer slot indexes the same between shaders I could only bind these once
  577. mStaticHandler->bindPerObjectBuffers(*renderElem);
  578. if (iter->applyPass)
  579. {
  580. SPtr<PassCore> pass = material->getPass(iter->passIdx);
  581. setPass(pass);
  582. }
  583. SPtr<PassParametersCore> passParams = material->getPassParameters(iter->passIdx);
  584. if (renderElem->samplerOverrides != nullptr)
  585. setPassParams(passParams, &renderElem->samplerOverrides->passes[iter->passIdx]);
  586. else
  587. setPassParams(passParams, nullptr);
  588. draw(iter->renderElem->mesh, iter->renderElem->subMesh);
  589. }
  590. cameraData.opaqueQueue->clear();
  591. cameraData.transparentQueue->clear();
  592. // Trigger post-render callbacks
  593. if (iterCameraCallbacks != mRenderCallbacks.end())
  594. {
  595. for (auto& callbackPair : iterCameraCallbacks->second)
  596. {
  597. if (callbackPair.first < 0)
  598. continue;
  599. callbackPair.second();
  600. }
  601. }
  602. }
  603. void RenderBeast::determineVisible(const CameraCore& camera)
  604. {
  605. CameraData& cameraData = mCameraData[&camera];
  606. UINT64 cameraLayers = camera.getLayers();
  607. ConvexVolume worldFrustum = camera.getWorldFrustum();
  608. // Update per-object param buffers and queue render elements
  609. for (auto& renderableData : mRenderables)
  610. {
  611. RenderableCore* renderable = renderableData.renderable;
  612. RenderableHandler* controller = renderableData.controller;
  613. UINT32 renderableType = renderable->getRenderableType();
  614. UINT32 rendererId = renderable->getRendererId();
  615. if ((renderable->getLayer() & cameraLayers) == 0)
  616. continue;
  617. // Do frustum culling
  618. // TODO - This is bound to be a bottleneck at some point. When it is ensure that intersect
  619. // methods use vector operations, as it is trivial to update them.
  620. const Sphere& boundingSphere = mWorldBounds[rendererId].getSphere();
  621. if (worldFrustum.intersects(boundingSphere))
  622. {
  623. // More precise with the box
  624. const AABox& boundingBox = mWorldBounds[rendererId].getBox();
  625. if (worldFrustum.intersects(boundingBox))
  626. {
  627. float distanceToCamera = (camera.getPosition() - boundingBox.getCenter()).length();
  628. for (auto& renderElem : renderableData.elements)
  629. {
  630. bool isTransparent = (renderElem.material->getShader()->getFlags() & (UINT32)ShaderFlags::Transparent) != 0;
  631. if (isTransparent)
  632. cameraData.transparentQueue->add(&renderElem, distanceToCamera);
  633. else
  634. cameraData.opaqueQueue->add(&renderElem, distanceToCamera);
  635. }
  636. }
  637. }
  638. }
  639. cameraData.opaqueQueue->sort();
  640. cameraData.transparentQueue->sort();
  641. }
  642. Vector2 RenderBeast::getDeviceZTransform(const Matrix4& projMatrix)
  643. {
  644. Vector2 output;
  645. output.x = 1.0f / projMatrix[2][2];
  646. output.y = projMatrix[2][3] / projMatrix[2][2];
  647. return output;
  648. }
  649. void RenderBeast::refreshSamplerOverrides(bool force)
  650. {
  651. for (auto& entry : mSamplerOverrides)
  652. {
  653. SPtr<MaterialCore> material = entry.first;
  654. if (force)
  655. {
  656. SamplerOverrideUtility::destroySamplerOverrides(entry.second);
  657. entry.second = SamplerOverrideUtility::generateSamplerOverrides(material, mCoreOptions);
  658. }
  659. else
  660. {
  661. MaterialSamplerOverrides* materialOverrides = entry.second;
  662. UINT32 numPasses = material->getNumPasses();
  663. assert(numPasses == materialOverrides->numPasses);
  664. for (UINT32 i = 0; i < numPasses; i++)
  665. {
  666. SPtr<PassParametersCore> passParams = material->getPassParameters(i);
  667. PassSamplerOverrides& passOverrides = materialOverrides->passes[i];
  668. for (UINT32 j = 0; j < PassParametersCore::NUM_PARAMS; j++)
  669. {
  670. StageSamplerOverrides& stageOverrides = passOverrides.stages[j];
  671. SPtr<GpuParamsCore> params = passParams->getParamByIdx(j);
  672. if (params == nullptr)
  673. continue;
  674. const GpuParamDesc& paramDesc = params->getParamDesc();
  675. for (auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  676. {
  677. UINT32 slot = iter->second.slot;
  678. SPtr<SamplerStateCore> samplerState = params->getSamplerState(slot);
  679. assert(stageOverrides.numStates > slot);
  680. if (samplerState != stageOverrides.stateOverrides[slot])
  681. {
  682. if (samplerState != nullptr)
  683. stageOverrides.stateOverrides[slot] = SamplerOverrideUtility::generateSamplerOverride(samplerState, mCoreOptions);
  684. else
  685. stageOverrides.stateOverrides[slot] = SamplerOverrideUtility::generateSamplerOverride(SamplerStateCore::getDefault(), mCoreOptions);;
  686. }
  687. }
  688. }
  689. }
  690. }
  691. }
  692. }
  693. void RenderBeast::setPass(const SPtr<PassCore>& pass)
  694. {
  695. THROW_IF_NOT_CORE_THREAD;
  696. RenderAPICore& rs = RenderAPICore::instance();
  697. struct StageData
  698. {
  699. GpuProgramType type;
  700. bool enable;
  701. SPtr<GpuProgramCore> program;
  702. };
  703. const UINT32 numStages = 6;
  704. StageData stages[numStages] =
  705. {
  706. { GPT_VERTEX_PROGRAM, pass->hasVertexProgram(), pass->getVertexProgram() },
  707. { GPT_FRAGMENT_PROGRAM, pass->hasFragmentProgram(), pass->getFragmentProgram() },
  708. { GPT_GEOMETRY_PROGRAM, pass->hasGeometryProgram(), pass->getGeometryProgram() },
  709. { GPT_HULL_PROGRAM, pass->hasHullProgram(), pass->getHullProgram() },
  710. { GPT_DOMAIN_PROGRAM, pass->hasDomainProgram(), pass->getDomainProgram() },
  711. { GPT_COMPUTE_PROGRAM, pass->hasComputeProgram(), pass->getComputeProgram() }
  712. };
  713. for (UINT32 i = 0; i < numStages; i++)
  714. {
  715. const StageData& stage = stages[i];
  716. if (stage.enable)
  717. rs.bindGpuProgram(stage.program);
  718. else
  719. rs.unbindGpuProgram(stage.type);
  720. }
  721. // Set up non-texture related pass settings
  722. if (pass->getBlendState() != nullptr)
  723. rs.setBlendState(pass->getBlendState());
  724. else
  725. rs.setBlendState(BlendStateCore::getDefault());
  726. if (pass->getDepthStencilState() != nullptr)
  727. rs.setDepthStencilState(pass->getDepthStencilState(), pass->getStencilRefValue());
  728. else
  729. rs.setDepthStencilState(DepthStencilStateCore::getDefault(), pass->getStencilRefValue());
  730. if (pass->getRasterizerState() != nullptr)
  731. rs.setRasterizerState(pass->getRasterizerState());
  732. else
  733. rs.setRasterizerState(RasterizerStateCore::getDefault());
  734. }
  735. void RenderBeast::setPassParams(const SPtr<PassParametersCore>& passParams, const PassSamplerOverrides* samplerOverrides)
  736. {
  737. THROW_IF_NOT_CORE_THREAD;
  738. RenderAPICore& rs = RenderAPICore::instance();
  739. struct StageData
  740. {
  741. GpuProgramType type;
  742. SPtr<GpuParamsCore> params;
  743. };
  744. const UINT32 numStages = 6;
  745. StageData stages[numStages] =
  746. {
  747. { GPT_VERTEX_PROGRAM, passParams->mVertParams },
  748. { GPT_FRAGMENT_PROGRAM, passParams->mFragParams },
  749. { GPT_GEOMETRY_PROGRAM, passParams->mGeomParams },
  750. { GPT_HULL_PROGRAM, passParams->mHullParams },
  751. { GPT_DOMAIN_PROGRAM, passParams->mDomainParams },
  752. { GPT_COMPUTE_PROGRAM, passParams->mComputeParams }
  753. };
  754. for (UINT32 i = 0; i < numStages; i++)
  755. {
  756. const StageData& stage = stages[i];
  757. SPtr<GpuParamsCore> params = stage.params;
  758. if (params == nullptr)
  759. continue;
  760. const GpuParamDesc& paramDesc = params->getParamDesc();
  761. for (auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  762. {
  763. SPtr<SamplerStateCore> samplerState;
  764. if (samplerOverrides != nullptr)
  765. samplerState = samplerOverrides->stages[i].stateOverrides[iter->second.slot];
  766. else
  767. samplerState = params->getSamplerState(iter->second.slot);
  768. if (samplerState == nullptr)
  769. rs.setSamplerState(stage.type, iter->second.slot, SamplerStateCore::getDefault());
  770. else
  771. rs.setSamplerState(stage.type, iter->second.slot, samplerState);
  772. }
  773. for (auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
  774. {
  775. SPtr<TextureCore> texture = params->getTexture(iter->second.slot);
  776. if (!params->isLoadStoreTexture(iter->second.slot))
  777. {
  778. if (texture == nullptr)
  779. rs.setTexture(stage.type, iter->second.slot, false, nullptr);
  780. else
  781. rs.setTexture(stage.type, iter->second.slot, true, texture);
  782. }
  783. else
  784. {
  785. const TextureSurface& surface = params->getLoadStoreSurface(iter->second.slot);
  786. if (texture == nullptr)
  787. rs.setLoadStoreTexture(stage.type, iter->second.slot, false, nullptr, surface);
  788. else
  789. rs.setLoadStoreTexture(stage.type, iter->second.slot, true, texture, surface);
  790. }
  791. }
  792. rs.setConstantBuffers(stage.type, params);
  793. }
  794. }
  795. SPtr<ShaderCore> RenderBeast::createDefaultShader()
  796. {
  797. StringID rsName = RenderAPICore::instance().getName();
  798. SPtr<GpuProgramCore> vsProgram;
  799. SPtr<GpuProgramCore> psProgram;
  800. if (rsName == RenderAPIDX11)
  801. {
  802. String vsCode = R"(
  803. cbuffer PerObject
  804. {
  805. float4x4 gMatWorldViewProj;
  806. float4x4 gMatWorld;
  807. float4x4 gMatInvWorld;
  808. float4x4 gMatWorldNoScale;
  809. float4x4 gMatInvWorldNoScale;
  810. float gWorldDeterminantSign;
  811. }
  812. void vs_main(
  813. in float3 inPos : POSITION,
  814. in float3 inNormal : NORMAL,
  815. out float4 oPosition : SV_Position,
  816. out float3 oNormal : NORMAL)
  817. {
  818. oPosition = mul(gMatWorldViewProj, float4(inPos.xyz, 1));
  819. oNormal = inNormal;
  820. })";
  821. String psCode = R"(
  822. cbuffer PerCamera
  823. {
  824. float3 gViewDir;
  825. float4x4 gMatViewProj;
  826. float4x4 gMatView;
  827. float4x4 gMatProj;
  828. }
  829. float4 ps_main(
  830. in float4 inPos : SV_Position,
  831. in float3 normal : NORMAL) : SV_Target
  832. {
  833. float4 outColor = float4(0.3f, 0.3f, 0.3f, 1.0f) * clamp(dot(normalize(normal), -gViewDir), 0.5f, 1.0);
  834. outColor.a = 1.0f;
  835. return outColor;
  836. })";
  837. vsProgram = GpuProgramCore::create(vsCode, "vs_main", "hlsl", GPT_VERTEX_PROGRAM, GPP_VS_4_0);
  838. psProgram = GpuProgramCore::create(psCode, "ps_main", "hlsl", GPT_FRAGMENT_PROGRAM, GPP_FS_4_0);
  839. }
  840. else if (rsName == RenderAPIDX9)
  841. {
  842. String vsCode = R"(
  843. BS_PARAM_BLOCK PerObject { gMatWorldViewProj, gMatWorld, gMatInvWorld, gMatWorldNoScale, gMatInvWorldNoScale, gMatWorldDeterminantSign }
  844. float4x4 gMatWorldViewProj;
  845. float4x4 gMatWorld;
  846. float4x4 gMatInvWorld;
  847. float4x4 gMatWorldNoScale;
  848. float4x4 gMatInvWorldNoScale;
  849. float gWorldDeterminantSign;
  850. void vs_main(
  851. in float3 inPos : POSITION,
  852. in float3 inNormal : NORMAL,
  853. out float4 oPosition : POSITION,
  854. out float3 oNormal : TEXCOORD0)
  855. {
  856. oPosition = mul(gMatWorldViewProj, float4(inPos.xyz, 1));
  857. oNormal = inNormal;
  858. })";
  859. String psCode = R"(
  860. BS_PARAM_BLOCK PerCamera { gViewDir, gMatViewProj, gMatView, gMatProj }
  861. float3 gViewDir;
  862. float4x4 gMatViewProj;
  863. float4x4 gMatView;
  864. float4x4 gMatProj;
  865. float4 ps_main(
  866. in float3 inPos : POSITION,
  867. in float3 inNormal : TEXCOORD0) : COLOR0
  868. {
  869. float4 outColor = float4(0.3f, 0.3f, 0.3f, 1.0f) * clamp(dot(normalize(inNormal), -gViewDir), 0.5f, 1.0);
  870. outColor.a = 1.0f;
  871. return outColor;
  872. })";
  873. vsProgram = GpuProgramCore::create(vsCode, "vs_main", "hlsl9", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
  874. psProgram = GpuProgramCore::create(psCode, "ps_main", "hlsl9", GPT_FRAGMENT_PROGRAM, GPP_FS_2_0);
  875. }
  876. else if (rsName == RenderAPIOpenGL)
  877. {
  878. String vsCode = R"(
  879. uniform PerObject
  880. {
  881. mat4 gMatWorldViewProj;
  882. mat4 gMatWorld;
  883. mat4 gMatInvWorld;
  884. mat4 gMatWorldNoScale;
  885. mat4 gMatInvWorldNoScale;
  886. float gWorldDeterminantSign;
  887. };
  888. in vec3 bs_position;
  889. in vec3 bs_normal;
  890. out vec3 normal;
  891. out gl_PerVertex
  892. {
  893. vec4 gl_Position;
  894. };
  895. void main()
  896. {
  897. gl_Position = gMatWorldViewProj * vec4(bs_position.xyz, 1);
  898. normal = bs_normal;
  899. })";
  900. String psCode = R"(
  901. uniform PerCamera
  902. {
  903. vec3 gViewDir;
  904. mat4 gMatViewProj;
  905. mat4 gMatView;
  906. mat4 gMatProj;
  907. };
  908. in vec3 normal;
  909. out vec4 fragColor;
  910. void main()
  911. {
  912. vec4 outColor = vec4(0.3f, 0.3f, 0.3f, 1.0f) * clamp(dot(normalize(normal), -gViewDir), 0.5f, 1.0);
  913. outColor.a = 1.0f;
  914. fragColor = outColor;
  915. })";
  916. vsProgram = GpuProgramCore::create(vsCode, "main", "glsl", GPT_VERTEX_PROGRAM, GPP_VS_4_0);
  917. psProgram = GpuProgramCore::create(psCode, "main", "glsl", GPT_FRAGMENT_PROGRAM, GPP_FS_4_0);
  918. }
  919. PASS_DESC_CORE passDesc;
  920. passDesc.vertexProgram = vsProgram;
  921. passDesc.fragmentProgram = psProgram;
  922. SPtr<PassCore> newPass = PassCore::create(passDesc);
  923. SPtr<TechniqueCore> newTechnique = TechniqueCore::create(rsName, RendererDefault, { newPass });
  924. SHADER_DESC_CORE shaderDesc;
  925. shaderDesc.setParamBlockAttribs("PerObject", true, GPBU_DYNAMIC, RBS_PerObject);
  926. shaderDesc.setParamBlockAttribs("PerCamera", true, GPBU_DYNAMIC, RBS_PerCamera);
  927. shaderDesc.addParameter("gMatWorldViewProj", "gMatWorldViewProj", GPDT_MATRIX_4X4, RPS_WorldViewProjTfrm);
  928. shaderDesc.addParameter("gViewDir", "gViewDir", GPDT_FLOAT3, RPS_ViewDir);
  929. SPtr<ShaderCore> defaultShader = ShaderCore::create("DummyShader", shaderDesc, { newTechnique });
  930. return defaultShader;
  931. }
  932. }