BsRenderBeast.cpp 29 KB

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  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. using namespace std::placeholders;
  32. namespace BansheeEngine
  33. {
  34. RenderBeast::RendererFrame::RendererFrame(float delta, const RendererAnimationData& animData)
  35. :delta(delta), animData(animData)
  36. { }
  37. RenderBeast::RenderBeast()
  38. : mDefaultMaterial(nullptr), mPointLightInMat(nullptr), mPointLightOutMat(nullptr), mDirLightMat(nullptr)
  39. , mObjectRenderer(nullptr), mOptions(bs_shared_ptr_new<RenderBeastOptions>()), mOptionsDirty(true)
  40. { }
  41. const StringID& RenderBeast::getName() const
  42. {
  43. static StringID name = "RenderBeast";
  44. return name;
  45. }
  46. void RenderBeast::initialize()
  47. {
  48. CoreRenderer::initialize();
  49. CoreThread::instance().queueCommand(std::bind(&RenderBeast::initializeCore, this));
  50. }
  51. void RenderBeast::destroy()
  52. {
  53. CoreRenderer::destroy();
  54. gCoreAccessor().queueCommand(std::bind(&RenderBeast::destroyCore, this));
  55. gCoreAccessor().submitToCoreThread(true);
  56. }
  57. void RenderBeast::initializeCore()
  58. {
  59. RendererUtility::startUp();
  60. mCoreOptions = bs_shared_ptr_new<RenderBeastOptions>();
  61. mObjectRenderer = bs_new<ObjectRenderer>();
  62. mDefaultMaterial = bs_new<DefaultMaterial>();
  63. mPointLightInMat = bs_new<PointLightInMat>();
  64. mPointLightOutMat = bs_new<PointLightOutMat>();
  65. mDirLightMat = bs_new<DirectionalLightMat>();
  66. RenderTexturePool::startUp();
  67. PostProcessing::startUp();
  68. }
  69. void RenderBeast::destroyCore()
  70. {
  71. if (mObjectRenderer != nullptr)
  72. bs_delete(mObjectRenderer);
  73. mRenderTargets.clear();
  74. mCameras.clear();
  75. mRenderables.clear();
  76. PostProcessing::shutDown();
  77. RenderTexturePool::shutDown();
  78. bs_delete(mDefaultMaterial);
  79. bs_delete(mPointLightInMat);
  80. bs_delete(mPointLightOutMat);
  81. bs_delete(mDirLightMat);
  82. RendererUtility::shutDown();
  83. assert(mSamplerOverrides.empty());
  84. }
  85. void RenderBeast::notifyRenderableAdded(RenderableCore* renderable)
  86. {
  87. UINT32 renderableId = (UINT32)mRenderables.size();
  88. renderable->setRendererId(renderableId);
  89. mRenderables.push_back(RendererObject());
  90. mRenderableShaderData.push_back(RenderableShaderData());
  91. mWorldBounds.push_back(renderable->getBounds());
  92. RendererObject& rendererObject = mRenderables.back();
  93. rendererObject.renderable = renderable;
  94. RenderableShaderData& shaderData = mRenderableShaderData.back();
  95. shaderData.worldTransform = renderable->getTransform();
  96. shaderData.invWorldTransform = shaderData.worldTransform.inverseAffine();
  97. shaderData.worldNoScaleTransform = renderable->getTransformNoScale();
  98. shaderData.invWorldNoScaleTransform = shaderData.worldNoScaleTransform.inverseAffine();
  99. shaderData.worldDeterminantSign = shaderData.worldTransform.determinant3x3() >= 0.0f ? 1.0f : -1.0f;
  100. SPtr<MeshCore> mesh = renderable->getMesh();
  101. if (mesh != nullptr)
  102. {
  103. const MeshProperties& meshProps = mesh->getProperties();
  104. SPtr<VertexDeclarationCore> vertexDecl = mesh->getVertexData()->vertexDeclaration;
  105. for (UINT32 i = 0; i < meshProps.getNumSubMeshes(); i++)
  106. {
  107. rendererObject.elements.push_back(BeastRenderableElement());
  108. BeastRenderableElement& renElement = rendererObject.elements.back();
  109. renElement.mesh = mesh;
  110. renElement.subMesh = meshProps.getSubMesh(i);
  111. renElement.renderableId = renderableId;
  112. renElement.animationId = renderable->getAnimationId();
  113. renElement.material = renderable->getMaterial(i);
  114. if (renElement.material == nullptr)
  115. renElement.material = renderable->getMaterial(0);
  116. if (renElement.material != nullptr && renElement.material->getShader() == nullptr)
  117. renElement.material = nullptr;
  118. // Validate mesh <-> shader vertex bindings
  119. if (renElement.material != nullptr)
  120. {
  121. UINT32 numPasses = renElement.material->getNumPasses();
  122. for (UINT32 j = 0; j < numPasses; j++)
  123. {
  124. SPtr<PassCore> pass = renElement.material->getPass(j);
  125. SPtr<VertexDeclarationCore> shaderDecl = pass->getVertexProgram()->getInputDeclaration();
  126. if (!vertexDecl->isCompatible(shaderDecl))
  127. {
  128. Vector<VertexElement> missingElements = vertexDecl->getMissingElements(shaderDecl);
  129. StringStream wrnStream;
  130. wrnStream << "Provided mesh is missing required vertex attributes to render with the provided shader. Missing elements: " << std::endl;
  131. for (auto& entry : missingElements)
  132. wrnStream << "\t" << toString(entry.getSemantic()) << entry.getSemanticIdx() << std::endl;
  133. LOGWRN(wrnStream.str());
  134. break;
  135. }
  136. }
  137. }
  138. // If no material use the default material
  139. if (renElement.material == nullptr)
  140. renElement.material = mDefaultMaterial->getMaterial();
  141. auto iterFind = mSamplerOverrides.find(renElement.material);
  142. if (iterFind != mSamplerOverrides.end())
  143. {
  144. renElement.samplerOverrides = iterFind->second;
  145. iterFind->second->refCount++;
  146. }
  147. else
  148. {
  149. MaterialSamplerOverrides* samplerOverrides = SamplerOverrideUtility::generateSamplerOverrides(renElement.material, mCoreOptions);
  150. mSamplerOverrides[renElement.material] = samplerOverrides;
  151. renElement.samplerOverrides = samplerOverrides;
  152. samplerOverrides->refCount++;
  153. }
  154. mObjectRenderer->initElement(renElement);
  155. }
  156. }
  157. }
  158. void RenderBeast::notifyRenderableRemoved(RenderableCore* renderable)
  159. {
  160. UINT32 renderableId = renderable->getRendererId();
  161. RenderableCore* lastRenerable = mRenderables.back().renderable;
  162. UINT32 lastRenderableId = lastRenerable->getRendererId();
  163. Vector<BeastRenderableElement>& elements = mRenderables[renderableId].elements;
  164. for (auto& element : elements)
  165. {
  166. auto iterFind = mSamplerOverrides.find(element.material);
  167. assert(iterFind != mSamplerOverrides.end());
  168. MaterialSamplerOverrides* samplerOverrides = iterFind->second;
  169. samplerOverrides->refCount--;
  170. if (samplerOverrides->refCount == 0)
  171. {
  172. SamplerOverrideUtility::destroySamplerOverrides(samplerOverrides);
  173. mSamplerOverrides.erase(iterFind);
  174. }
  175. element.samplerOverrides = nullptr;
  176. }
  177. if (renderableId != lastRenderableId)
  178. {
  179. // Swap current last element with the one we want to erase
  180. std::swap(mRenderables[renderableId], mRenderables[lastRenderableId]);
  181. std::swap(mWorldBounds[renderableId], mWorldBounds[lastRenderableId]);
  182. std::swap(mRenderableShaderData[renderableId], mRenderableShaderData[lastRenderableId]);
  183. lastRenerable->setRendererId(renderableId);
  184. for (auto& element : elements)
  185. element.renderableId = renderableId;
  186. }
  187. // Last element is the one we want to erase
  188. mRenderables.erase(mRenderables.end() - 1);
  189. mWorldBounds.erase(mWorldBounds.end() - 1);
  190. mRenderableShaderData.erase(mRenderableShaderData.end() - 1);
  191. }
  192. void RenderBeast::notifyRenderableUpdated(RenderableCore* renderable)
  193. {
  194. UINT32 renderableId = renderable->getRendererId();
  195. RenderableShaderData& shaderData = mRenderableShaderData[renderableId];
  196. shaderData.worldTransform = renderable->getTransform();
  197. shaderData.invWorldTransform = shaderData.worldTransform.inverseAffine();
  198. shaderData.worldNoScaleTransform = renderable->getTransformNoScale();
  199. shaderData.invWorldNoScaleTransform = shaderData.worldNoScaleTransform.inverseAffine();
  200. shaderData.worldDeterminantSign = shaderData.worldTransform.determinant3x3() >= 0.0f ? 1.0f : -1.0f;
  201. mWorldBounds[renderableId] = renderable->getBounds();
  202. }
  203. void RenderBeast::notifyLightAdded(LightCore* light)
  204. {
  205. if (light->getType() == LightType::Directional)
  206. {
  207. UINT32 lightId = (UINT32)mDirectionalLights.size();
  208. light->setRendererId(lightId);
  209. mDirectionalLights.push_back(RendererLight());
  210. RendererLight& lightData = mDirectionalLights.back();
  211. lightData.internal = light;
  212. }
  213. else
  214. {
  215. UINT32 lightId = (UINT32)mPointLights.size();
  216. light->setRendererId(lightId);
  217. mPointLights.push_back(RendererLight());
  218. mLightWorldBounds.push_back(light->getBounds());
  219. RendererLight& lightData = mPointLights.back();
  220. lightData.internal = light;
  221. }
  222. }
  223. void RenderBeast::notifyLightUpdated(LightCore* light)
  224. {
  225. UINT32 lightId = light->getRendererId();
  226. if (light->getType() != LightType::Directional)
  227. mLightWorldBounds[lightId] = light->getBounds();
  228. }
  229. void RenderBeast::notifyLightRemoved(LightCore* light)
  230. {
  231. UINT32 lightId = light->getRendererId();
  232. if (light->getType() == LightType::Directional)
  233. {
  234. LightCore* lastLight = mDirectionalLights.back().internal;
  235. UINT32 lastLightId = lastLight->getRendererId();
  236. if (lightId != lastLightId)
  237. {
  238. // Swap current last element with the one we want to erase
  239. std::swap(mDirectionalLights[lightId], mDirectionalLights[lastLightId]);
  240. lastLight->setRendererId(lightId);
  241. }
  242. // Last element is the one we want to erase
  243. mDirectionalLights.erase(mDirectionalLights.end() - 1);
  244. }
  245. else
  246. {
  247. LightCore* lastLight = mPointLights.back().internal;
  248. UINT32 lastLightId = lastLight->getRendererId();
  249. if (lightId != lastLightId)
  250. {
  251. // Swap current last element with the one we want to erase
  252. std::swap(mPointLights[lightId], mPointLights[lastLightId]);
  253. std::swap(mLightWorldBounds[lightId], mLightWorldBounds[lastLightId]);
  254. lastLight->setRendererId(lightId);
  255. }
  256. // Last element is the one we want to erase
  257. mPointLights.erase(mPointLights.end() - 1);
  258. mLightWorldBounds.erase(mLightWorldBounds.end() - 1);
  259. }
  260. }
  261. void RenderBeast::notifyCameraAdded(const CameraCore* camera)
  262. {
  263. updateCameraData(camera);
  264. }
  265. void RenderBeast::notifyCameraUpdated(const CameraCore* camera, UINT32 updateFlag)
  266. {
  267. if((updateFlag & (UINT32)CameraDirtyFlag::Everything) != 0)
  268. {
  269. updateCameraData(camera);
  270. }
  271. else if((updateFlag & (UINT32)CameraDirtyFlag::PostProcess) != 0)
  272. {
  273. RendererCamera& rendererCam = mCameras[camera];
  274. rendererCam.updatePP();
  275. }
  276. }
  277. void RenderBeast::notifyCameraRemoved(const CameraCore* camera)
  278. {
  279. updateCameraData(camera, true);
  280. }
  281. void RenderBeast::updateCameraData(const CameraCore* camera, bool forceRemove)
  282. {
  283. SPtr<RenderTargetCore> renderTarget = camera->getViewport()->getTarget();
  284. if(forceRemove)
  285. {
  286. mCameras.erase(camera);
  287. renderTarget = nullptr;
  288. }
  289. else
  290. {
  291. mCameras[camera] = RendererCamera(camera, mCoreOptions->stateReductionMode);
  292. }
  293. // Remove from render target list
  294. int rtChanged = 0; // 0 - No RT, 1 - RT found, 2 - RT changed
  295. for (auto iterTarget = mRenderTargets.begin(); iterTarget != mRenderTargets.end(); ++iterTarget)
  296. {
  297. RendererRenderTarget& target = *iterTarget;
  298. for (auto iterCam = target.cameras.begin(); iterCam != target.cameras.end(); ++iterCam)
  299. {
  300. if (camera == *iterCam)
  301. {
  302. if (renderTarget != target.target)
  303. {
  304. target.cameras.erase(iterCam);
  305. rtChanged = 2;
  306. }
  307. else
  308. rtChanged = 1;
  309. break;
  310. }
  311. }
  312. if (target.cameras.empty())
  313. {
  314. mRenderTargets.erase(iterTarget);
  315. break;
  316. }
  317. }
  318. // Register in render target list
  319. if (renderTarget != nullptr && (rtChanged == 0 || rtChanged == 2))
  320. {
  321. auto findIter = std::find_if(mRenderTargets.begin(), mRenderTargets.end(),
  322. [&](const RendererRenderTarget& x) { return x.target == renderTarget; });
  323. if (findIter != mRenderTargets.end())
  324. {
  325. findIter->cameras.push_back(camera);
  326. }
  327. else
  328. {
  329. mRenderTargets.push_back(RendererRenderTarget());
  330. RendererRenderTarget& renderTargetData = mRenderTargets.back();
  331. renderTargetData.target = renderTarget;
  332. renderTargetData.cameras.push_back(camera);
  333. }
  334. // Sort render targets based on priority
  335. auto cameraComparer = [&](const CameraCore* a, const CameraCore* b) { return a->getPriority() > b->getPriority(); };
  336. auto renderTargetInfoComparer = [&](const RendererRenderTarget& a, const RendererRenderTarget& b)
  337. { return a.target->getProperties().getPriority() > b.target->getProperties().getPriority(); };
  338. std::sort(begin(mRenderTargets), end(mRenderTargets), renderTargetInfoComparer);
  339. for (auto& camerasPerTarget : mRenderTargets)
  340. {
  341. Vector<const CameraCore*>& cameras = camerasPerTarget.cameras;
  342. std::sort(begin(cameras), end(cameras), cameraComparer);
  343. }
  344. }
  345. }
  346. void RenderBeast::setOptions(const SPtr<CoreRendererOptions>& options)
  347. {
  348. mOptions = std::static_pointer_cast<RenderBeastOptions>(options);
  349. mOptionsDirty = true;
  350. }
  351. SPtr<CoreRendererOptions> RenderBeast::getOptions() const
  352. {
  353. return mOptions;
  354. }
  355. void RenderBeast::syncOptions(const RenderBeastOptions& options)
  356. {
  357. bool filteringChanged = mCoreOptions->filtering != options.filtering;
  358. if (options.filtering == RenderBeastFiltering::Anisotropic)
  359. filteringChanged |= mCoreOptions->anisotropyMax != options.anisotropyMax;
  360. if (filteringChanged)
  361. refreshSamplerOverrides(true);
  362. *mCoreOptions = options;
  363. for (auto& entry : mCameras)
  364. {
  365. RendererCamera& rendererCam = entry.second;
  366. rendererCam.update(mCoreOptions->stateReductionMode);
  367. }
  368. }
  369. void RenderBeast::renderAll()
  370. {
  371. // Sync all dirty sim thread CoreObject data to core thread
  372. CoreObjectManager::instance().syncToCore(gCoreAccessor());
  373. if (mOptionsDirty)
  374. {
  375. gCoreAccessor().queueCommand(std::bind(&RenderBeast::syncOptions, this, *mOptions));
  376. mOptionsDirty = false;
  377. }
  378. gCoreAccessor().queueCommand(std::bind(&RenderBeast::renderAllCore, this, gTime().getTime(), gTime().getFrameDelta()));
  379. }
  380. void RenderBeast::renderAllCore(float time, float delta)
  381. {
  382. THROW_IF_NOT_CORE_THREAD;
  383. gProfilerCPU().beginSample("renderAllCore");
  384. // Note: I'm iterating over all sampler states every frame. If this ends up being a performance
  385. // issue consider handling this internally in MaterialCore which can only do it when sampler states
  386. // are actually modified after sync
  387. refreshSamplerOverrides();
  388. // Update global per-frame hardware buffers
  389. mObjectRenderer->setParamFrameParams(time);
  390. // Generate render queues per camera
  391. for (auto& entry : mCameras)
  392. entry.second.determineVisible(mRenderables, mWorldBounds);
  393. const RendererAnimationData& animData = AnimationManager::instance().getRendererData();
  394. RendererFrame frameInfo(delta, animData);
  395. // Render everything, target by target
  396. for (auto& rtInfo : mRenderTargets)
  397. {
  398. SPtr<RenderTargetCore> target = rtInfo.target;
  399. Vector<const CameraCore*>& cameras = rtInfo.cameras;
  400. RenderAPICore::instance().beginFrame();
  401. UINT32 numCameras = (UINT32)cameras.size();
  402. for (UINT32 i = 0; i < numCameras; i++)
  403. {
  404. bool isOverlayCamera = cameras[i]->getFlags().isSet(CameraFlag::Overlay);
  405. if (!isOverlayCamera)
  406. render(frameInfo, rtInfo, i);
  407. else
  408. renderOverlay(frameInfo, rtInfo, i);
  409. }
  410. RenderAPICore::instance().endFrame();
  411. RenderAPICore::instance().swapBuffers(target);
  412. }
  413. gProfilerCPU().endSample("renderAllCore");
  414. }
  415. void RenderBeast::render(const RendererFrame& frameInfo, RendererRenderTarget& rtInfo, UINT32 camIdx)
  416. {
  417. gProfilerCPU().beginSample("Render");
  418. const CameraCore* camera = rtInfo.cameras[camIdx];
  419. RendererCamera& rendererCam = mCameras[camera];
  420. CameraShaderData cameraShaderData = rendererCam.getShaderData();
  421. assert(!camera->getFlags().isSet(CameraFlag::Overlay));
  422. mObjectRenderer->setPerCameraParams(cameraShaderData);
  423. rendererCam.beginRendering(true);
  424. SPtr<RenderTargets> renderTargets = rendererCam.getRenderTargets();
  425. renderTargets->bindGBuffer();
  426. //// Trigger pre-scene callbacks
  427. auto iterCameraCallbacks = mRenderCallbacks.find(camera);
  428. if (iterCameraCallbacks != mRenderCallbacks.end())
  429. {
  430. for (auto& callbackPair : iterCameraCallbacks->second)
  431. {
  432. const RenderCallbackData& callbackData = callbackPair.second;
  433. if (callbackData.overlay)
  434. continue;
  435. if (callbackPair.first >= 0)
  436. break;
  437. callbackData.callback();
  438. }
  439. }
  440. //// Render base pass
  441. const Vector<RenderQueueElement>& opaqueElements = rendererCam.getOpaqueQueue()->getSortedElements();
  442. for (auto iter = opaqueElements.begin(); iter != opaqueElements.end(); ++iter)
  443. {
  444. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  445. renderElement(*renderElem, iter->passIdx, iter->applyPass, frameInfo, cameraShaderData.viewProj);
  446. }
  447. renderTargets->bindSceneColor(true);
  448. //// Render light pass
  449. {
  450. SPtr<GpuParamBlockBufferCore> perCameraBuffer = mObjectRenderer->getPerCameraParams().getBuffer();
  451. mDirLightMat->bind(renderTargets, perCameraBuffer);
  452. for (auto& light : mDirectionalLights)
  453. {
  454. if (!light.internal->getIsActive())
  455. continue;
  456. mDirLightMat->setPerLightParams(light.internal);
  457. gRendererUtility().drawScreenQuad();
  458. }
  459. // Draw point lights which our camera is within
  460. // TODO - Possibly use instanced drawing here as only two meshes are drawn with various properties
  461. mPointLightInMat->bind(renderTargets, perCameraBuffer);
  462. // TODO - Cull lights based on visibility, right now I just iterate over all of them.
  463. for (auto& light : mPointLights)
  464. {
  465. if (!light.internal->getIsActive())
  466. continue;
  467. float distToLight = (light.internal->getBounds().getCenter() - camera->getPosition()).squaredLength();
  468. float boundRadius = light.internal->getBounds().getRadius() * 1.05f + camera->getNearClipDistance() * 2.0f;
  469. bool cameraInLightGeometry = distToLight < boundRadius * boundRadius;
  470. if (!cameraInLightGeometry)
  471. continue;
  472. mPointLightInMat->setPerLightParams(light.internal);
  473. SPtr<MeshCore> mesh = light.internal->getMesh();
  474. gRendererUtility().draw(mesh, mesh->getProperties().getSubMesh(0));
  475. }
  476. // Draw other point lights
  477. mPointLightOutMat->bind(renderTargets, perCameraBuffer);
  478. for (auto& light : mPointLights)
  479. {
  480. if (!light.internal->getIsActive())
  481. continue;
  482. float distToLight = (light.internal->getBounds().getCenter() - camera->getPosition()).squaredLength();
  483. float boundRadius = light.internal->getBounds().getRadius() * 1.05f + camera->getNearClipDistance() * 2.0f;
  484. bool cameraInLightGeometry = distToLight < boundRadius * boundRadius;
  485. if (cameraInLightGeometry)
  486. continue;
  487. mPointLightOutMat->setPerLightParams(light.internal);
  488. SPtr<MeshCore> mesh = light.internal->getMesh();
  489. gRendererUtility().draw(mesh, mesh->getProperties().getSubMesh(0));
  490. }
  491. }
  492. renderTargets->bindSceneColor(false);
  493. // Render transparent objects (TODO - No lighting yet)
  494. const Vector<RenderQueueElement>& transparentElements = rendererCam.getTransparentQueue()->getSortedElements();
  495. for (auto iter = transparentElements.begin(); iter != transparentElements.end(); ++iter)
  496. {
  497. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  498. renderElement(*renderElem, iter->passIdx, iter->applyPass, frameInfo, cameraShaderData.viewProj);
  499. }
  500. // Render non-overlay post-scene callbacks
  501. if (iterCameraCallbacks != mRenderCallbacks.end())
  502. {
  503. for (auto& callbackPair : iterCameraCallbacks->second)
  504. {
  505. const RenderCallbackData& callbackData = callbackPair.second;
  506. if (callbackData.overlay || callbackPair.first < 0)
  507. continue;
  508. callbackData.callback();
  509. }
  510. }
  511. // TODO - If GBuffer has multiple samples, I should resolve them before post-processing
  512. PostProcessing::instance().postProcess(renderTargets->getSceneColorRT(),
  513. camera, rendererCam.getPPInfo(), frameInfo.delta);
  514. // Render overlay post-scene callbacks
  515. if (iterCameraCallbacks != mRenderCallbacks.end())
  516. {
  517. for (auto& callbackPair : iterCameraCallbacks->second)
  518. {
  519. const RenderCallbackData& callbackData = callbackPair.second;
  520. if (!callbackData.overlay)
  521. continue;
  522. callbackData.callback();
  523. }
  524. }
  525. rendererCam.endRendering();
  526. gProfilerCPU().endSample("Render");
  527. }
  528. void RenderBeast::renderOverlay(const RendererFrame& frameInfo, RendererRenderTarget& rtData, UINT32 camIdx)
  529. {
  530. gProfilerCPU().beginSample("RenderOverlay");
  531. const CameraCore* camera = rtData.cameras[camIdx];
  532. assert(camera->getFlags().isSet(CameraFlag::Overlay));
  533. SPtr<ViewportCore> viewport = camera->getViewport();
  534. RendererCamera& rendererCam = mCameras[camera];
  535. CameraShaderData cameraShaderData = rendererCam.getShaderData();
  536. mObjectRenderer->setPerCameraParams(cameraShaderData);
  537. rendererCam.beginRendering(false);
  538. SPtr<RenderTargetCore> target = rtData.target;
  539. RenderAPICore::instance().setRenderTarget(target);
  540. RenderAPICore::instance().setViewport(viewport->getNormArea());
  541. // If first camera in render target, prepare the render target
  542. if (camIdx == 0)
  543. {
  544. UINT32 clearBuffers = 0;
  545. if (viewport->getRequiresColorClear())
  546. clearBuffers |= FBT_COLOR;
  547. if (viewport->getRequiresDepthClear())
  548. clearBuffers |= FBT_DEPTH;
  549. if (viewport->getRequiresStencilClear())
  550. clearBuffers |= FBT_STENCIL;
  551. if (clearBuffers != 0)
  552. {
  553. RenderAPICore::instance().clearViewport(clearBuffers, viewport->getClearColor(),
  554. viewport->getClearDepthValue(), viewport->getClearStencilValue());
  555. }
  556. }
  557. // Render overlay post-scene callbacks
  558. auto iterCameraCallbacks = mRenderCallbacks.find(camera);
  559. if (iterCameraCallbacks != mRenderCallbacks.end())
  560. {
  561. for (auto& callbackPair : iterCameraCallbacks->second)
  562. {
  563. const RenderCallbackData& callbackData = callbackPair.second;
  564. if (!callbackData.overlay)
  565. continue;
  566. callbackData.callback();
  567. }
  568. }
  569. rendererCam.endRendering();
  570. gProfilerCPU().endSample("RenderOverlay");
  571. }
  572. void RenderBeast::renderElement(const BeastRenderableElement& element, UINT32 passIdx, bool bindPass,
  573. const RendererFrame& frameInfo, const Matrix4& viewProj)
  574. {
  575. SPtr<MaterialCore> material = element.material;
  576. UINT32 rendererId = element.renderableId;
  577. Matrix4 worldViewProjMatrix = viewProj * mRenderableShaderData[rendererId].worldTransform;
  578. SPtr<GpuBufferCore> boneMatrices = element.boneMatrixBuffer;
  579. if(element.animationId != (UINT64)-1)
  580. {
  581. // Note: If multiple elements are using the same animation (not possible atm), this buffer should be shared by
  582. // all such elements
  583. const RendererAnimationData& animData = frameInfo.animData;
  584. auto iterFind = animData.poseInfos.find(element.animationId);
  585. if(iterFind != animData.poseInfos.end())
  586. {
  587. const RendererAnimationData::PoseInfo& poseInfo = iterFind->second;
  588. UINT8* dest = (UINT8*)boneMatrices->lock(0, poseInfo.numBones * 3 * sizeof(Vector4), GBL_WRITE_ONLY_DISCARD);
  589. for(UINT32 i = 0; i < poseInfo.numBones; i++)
  590. {
  591. const Matrix4& transform = animData.transforms[poseInfo.startIdx + i];
  592. memcpy(dest, &transform, 12 * sizeof(float)); // Assuming row-major format
  593. dest += 12 * sizeof(float);
  594. }
  595. boneMatrices->unlock();
  596. }
  597. }
  598. mObjectRenderer->setPerObjectParams(element, mRenderableShaderData[rendererId], worldViewProjMatrix, boneMatrices);
  599. if (bindPass)
  600. RendererUtility::instance().setPass(material, passIdx, false);
  601. SPtr<PassParametersCore> passParams = material->getPassParameters(passIdx);
  602. if (element.samplerOverrides != nullptr)
  603. setPassParams(passParams, &element.samplerOverrides->passes[passIdx]);
  604. else
  605. setPassParams(passParams, nullptr);
  606. gRendererUtility().draw(element.mesh, element.subMesh);
  607. }
  608. void RenderBeast::refreshSamplerOverrides(bool force)
  609. {
  610. for (auto& entry : mSamplerOverrides)
  611. {
  612. SPtr<MaterialCore> material = entry.first;
  613. if (force)
  614. {
  615. SamplerOverrideUtility::destroySamplerOverrides(entry.second);
  616. entry.second = SamplerOverrideUtility::generateSamplerOverrides(material, mCoreOptions);
  617. }
  618. else
  619. {
  620. MaterialSamplerOverrides* materialOverrides = entry.second;
  621. UINT32 numPasses = material->getNumPasses();
  622. assert(numPasses == materialOverrides->numPasses);
  623. for (UINT32 i = 0; i < numPasses; i++)
  624. {
  625. SPtr<PassParametersCore> passParams = material->getPassParameters(i);
  626. PassSamplerOverrides& passOverrides = materialOverrides->passes[i];
  627. for (UINT32 j = 0; j < PassParametersCore::NUM_PARAMS; j++)
  628. {
  629. StageSamplerOverrides& stageOverrides = passOverrides.stages[j];
  630. SPtr<GpuParamsCore> params = passParams->getParamByIdx(j);
  631. if (params == nullptr)
  632. continue;
  633. const GpuParamDesc& paramDesc = params->getParamDesc();
  634. for (auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  635. {
  636. UINT32 slot = iter->second.slot;
  637. SPtr<SamplerStateCore> samplerState = params->getSamplerState(slot);
  638. assert(stageOverrides.numStates > slot);
  639. if (samplerState != stageOverrides.stateOverrides[slot])
  640. {
  641. if (samplerState != nullptr)
  642. stageOverrides.stateOverrides[slot] = SamplerOverrideUtility::generateSamplerOverride(samplerState, mCoreOptions);
  643. else
  644. stageOverrides.stateOverrides[slot] = SamplerOverrideUtility::generateSamplerOverride(SamplerStateCore::getDefault(), mCoreOptions);;
  645. }
  646. }
  647. }
  648. }
  649. }
  650. }
  651. }
  652. void RenderBeast::setPassParams(const SPtr<PassParametersCore>& passParams, const PassSamplerOverrides* samplerOverrides)
  653. {
  654. THROW_IF_NOT_CORE_THREAD;
  655. RenderAPICore& rapi = RenderAPICore::instance();
  656. struct StageData
  657. {
  658. GpuProgramType type;
  659. SPtr<GpuParamsCore> params;
  660. };
  661. const UINT32 numStages = 6;
  662. StageData stages[numStages] =
  663. {
  664. { GPT_VERTEX_PROGRAM, passParams->mVertParams },
  665. { GPT_FRAGMENT_PROGRAM, passParams->mFragParams },
  666. { GPT_GEOMETRY_PROGRAM, passParams->mGeomParams },
  667. { GPT_HULL_PROGRAM, passParams->mHullParams },
  668. { GPT_DOMAIN_PROGRAM, passParams->mDomainParams },
  669. { GPT_COMPUTE_PROGRAM, passParams->mComputeParams }
  670. };
  671. for (UINT32 i = 0; i < numStages; i++)
  672. {
  673. const StageData& stage = stages[i];
  674. SPtr<GpuParamsCore> params = stage.params;
  675. if (params == nullptr)
  676. continue;
  677. const GpuParamDesc& paramDesc = params->getParamDesc();
  678. for (auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  679. {
  680. SPtr<SamplerStateCore> samplerState;
  681. if (samplerOverrides != nullptr)
  682. samplerState = samplerOverrides->stages[i].stateOverrides[iter->second.slot];
  683. else
  684. samplerState = params->getSamplerState(iter->second.slot);
  685. if (samplerState == nullptr)
  686. rapi.setSamplerState(stage.type, iter->second.slot, SamplerStateCore::getDefault());
  687. else
  688. rapi.setSamplerState(stage.type, iter->second.slot, samplerState);
  689. }
  690. for (auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
  691. {
  692. SPtr<TextureCore> texture = params->getTexture(iter->second.slot);
  693. rapi.setTexture(stage.type, iter->second.slot, texture);
  694. }
  695. for (auto iter = paramDesc.loadStoreTextures.begin(); iter != paramDesc.loadStoreTextures.end(); ++iter)
  696. {
  697. SPtr<TextureCore> texture = params->getLoadStoreTexture(iter->second.slot);
  698. const TextureSurface& surface = params->getLoadStoreSurface(iter->second.slot);
  699. if (texture == nullptr)
  700. rapi.setLoadStoreTexture(stage.type, iter->second.slot, false, nullptr, surface);
  701. else
  702. rapi.setLoadStoreTexture(stage.type, iter->second.slot, true, texture, surface);
  703. }
  704. for (auto iter = paramDesc.buffers.begin(); iter != paramDesc.buffers.end(); ++iter)
  705. {
  706. SPtr<GpuBufferCore> buffer = params->getBuffer(iter->second.slot);
  707. bool isLoadStore = iter->second.type != GPOT_BYTE_BUFFER &&
  708. iter->second.type != GPOT_STRUCTURED_BUFFER;
  709. rapi.setBuffer(stage.type, iter->second.slot, buffer, isLoadStore);
  710. }
  711. for (auto iter = paramDesc.paramBlocks.begin(); iter != paramDesc.paramBlocks.end(); ++iter)
  712. {
  713. SPtr<GpuParamBlockBufferCore> blockBuffer = params->getParamBlockBuffer(iter->second.slot);
  714. blockBuffer->flushToGPU();
  715. rapi.setParamBuffer(stage.type, iter->second.slot, blockBuffer, paramDesc);
  716. }
  717. }
  718. }
  719. }