BsRenderBeast.cpp 24 KB

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  1. #include "BsRenderBeast.h"
  2. #include "BsCamera.h"
  3. #include "BsSceneObject.h"
  4. #include "BsSceneManager.h"
  5. #include "BsRenderable.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 "BsOverlayManager.h"
  18. #include "BsGUIManager.h"
  19. #include "BsCoreThread.h"
  20. #include "BsGpuParams.h"
  21. #include "BsProfilerCPU.h"
  22. #include "BsShader.h"
  23. #include "BsTechnique.h"
  24. #include "BsDrawList.h"
  25. #include "BsHardwareBufferManager.h"
  26. #include "BsGpuParamBlockBuffer.h"
  27. #include "BsShader.h"
  28. #include "BsLitTexRenderableController.h"
  29. #include "BsTime.h"
  30. #include "BsRenderableElement.h"
  31. #include "BsFrameAlloc.h"
  32. #include "BsCoreObjectManager.h"
  33. #include "BsRenderBeastOptions.h"
  34. #include "BsSamplerOverrides.h"
  35. #include "BsLightInternal.h"
  36. #include "BsRenderTexturePool.h"
  37. using namespace std::placeholders;
  38. namespace BansheeEngine
  39. {
  40. RenderBeast::RenderBeast()
  41. :mOptions(bs_shared_ptr_new<RenderBeastOptions>()), mOptionsDirty(true)
  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. mLitTexHandler = bs_new<LitTexRenderableController>();
  64. RenderTexturePool::startUp();
  65. SPtr<ShaderCore> shader = createDefaultShader();
  66. mDummyMaterial = MaterialCore::create(shader);
  67. }
  68. void RenderBeast::destroyCore()
  69. {
  70. if (mLitTexHandler != nullptr)
  71. bs_delete(mLitTexHandler);
  72. mRenderTargets.clear();
  73. mCameraData.clear();
  74. mRenderables.clear();
  75. RenderTexturePool::shutDown();
  76. assert(mSamplerOverrides.empty());
  77. mDummyMaterial = nullptr;
  78. }
  79. void RenderBeast::_notifyRenderableAdded(RenderableHandlerCore* renderable)
  80. {
  81. UINT32 renderableId = (UINT32)mRenderables.size();
  82. renderable->setRendererId(renderableId);
  83. mRenderables.push_back(RenderableData());
  84. mWorldTransforms.push_back(renderable->getTransform());
  85. mWorldBounds.push_back(renderable->getBounds());
  86. RenderableData& renderableData = mRenderables.back();
  87. renderableData.renderable = renderable;
  88. if (renderable->getRenderableType() == RenType_LitTextured)
  89. renderableData.controller = mLitTexHandler;
  90. else
  91. renderableData.controller = nullptr;
  92. SPtr<MeshCore> mesh = renderable->getMesh();
  93. if (mesh != nullptr)
  94. {
  95. const MeshProperties& meshProps = mesh->getProperties();
  96. for (UINT32 i = 0; i < meshProps.getNumSubMeshes(); i++)
  97. {
  98. renderableData.elements.push_back(BeastRenderableElement());
  99. BeastRenderableElement& renElement = renderableData.elements.back();
  100. renElement.mesh = mesh;
  101. renElement.subMesh = meshProps.getSubMesh(i);
  102. renElement.renderableId = renderableId;
  103. renElement.material = renderable->getMaterial(i);
  104. if (renElement.material == nullptr)
  105. renElement.material = renderable->getMaterial(0);
  106. if (renElement.material == nullptr)
  107. renElement.material = mDummyMaterial;
  108. auto iterFind = mSamplerOverrides.find(renElement.material);
  109. if (iterFind != mSamplerOverrides.end())
  110. {
  111. renElement.samplerOverrides = iterFind->second;
  112. iterFind->second->refCount++;
  113. }
  114. else
  115. {
  116. MaterialSamplerOverrides* samplerOverrides = SamplerOverrideUtility::generateSamplerOverrides(renElement.material, mCoreOptions);
  117. mSamplerOverrides[renElement.material] = samplerOverrides;
  118. renElement.samplerOverrides = samplerOverrides;
  119. samplerOverrides->refCount++;
  120. }
  121. if (renderableData.controller != nullptr)
  122. renderableData.controller->initializeRenderElem(renElement);
  123. }
  124. }
  125. }
  126. void RenderBeast::_notifyRenderableRemoved(RenderableHandlerCore* renderable)
  127. {
  128. UINT32 renderableId = renderable->getRendererId();
  129. RenderableHandlerCore* lastRenerable = mRenderables.back().renderable;
  130. UINT32 lastRenderableId = lastRenerable->getRendererId();
  131. Vector<BeastRenderableElement>& elements = mRenderables[renderableId].elements;
  132. for (auto& element : elements)
  133. {
  134. auto iterFind = mSamplerOverrides.find(element.material);
  135. assert(iterFind != mSamplerOverrides.end());
  136. MaterialSamplerOverrides* samplerOverrides = iterFind->second;
  137. samplerOverrides->refCount--;
  138. if (samplerOverrides->refCount == 0)
  139. {
  140. SamplerOverrideUtility::destroySamplerOverrides(samplerOverrides);
  141. mSamplerOverrides.erase(iterFind);
  142. }
  143. element.samplerOverrides = nullptr;
  144. }
  145. if (renderableId != lastRenderableId)
  146. {
  147. // Swap current last element with the one we want to erase
  148. std::swap(mRenderables[renderableId], mRenderables[lastRenderableId]);
  149. std::swap(mWorldBounds[renderableId], mWorldBounds[lastRenderableId]);
  150. std::swap(mWorldTransforms[renderableId], mWorldTransforms[lastRenderableId]);
  151. lastRenerable->setRendererId(renderableId);
  152. Vector<BeastRenderableElement>& lastRenderableElements = mRenderables[renderableId].elements;
  153. for (auto& element : elements)
  154. element.renderableId = renderableId;
  155. }
  156. // Last element is the one we want to erase
  157. mRenderables.erase(mRenderables.end() - 1);
  158. mWorldBounds.erase(mWorldBounds.end() - 1);
  159. mWorldTransforms.erase(mWorldTransforms.end() - 1);
  160. }
  161. void RenderBeast::_notifyRenderableUpdated(RenderableHandlerCore* renderable)
  162. {
  163. UINT32 renderableId = renderable->getRendererId();
  164. mWorldTransforms[renderableId] = renderable->getTransform();
  165. mWorldBounds[renderableId] = renderable->getBounds();
  166. }
  167. void RenderBeast::_notifyLightAdded(LightInternalCore* light)
  168. {
  169. UINT32 lightId = (UINT32)mLights.size();
  170. light->setRendererId(lightId);
  171. mLights.push_back(LightData());
  172. mLightWorldBounds.push_back(light->getBounds());
  173. LightData& lightData = mLights.back();
  174. lightData.internal = light;
  175. }
  176. void RenderBeast::_notifyLightUpdated(LightInternalCore* light)
  177. {
  178. UINT32 lightId = light->getRendererId();
  179. mLightWorldBounds[lightId] = light->getBounds();
  180. }
  181. void RenderBeast::_notifyLightRemoved(LightInternalCore* light)
  182. {
  183. UINT32 lightId = light->getRendererId();
  184. LightInternalCore* lastLight = mLights.back().internal;
  185. UINT32 lastLightId = lastLight->getRendererId();
  186. if (lightId != lastLightId)
  187. {
  188. // Swap current last element with the one we want to erase
  189. std::swap(mLights[lightId], mLights[lastLightId]);
  190. std::swap(mLightWorldBounds[lightId], mLightWorldBounds[lastLightId]);
  191. lastLight->setRendererId(lightId);
  192. }
  193. // Last element is the one we want to erase
  194. mLights.erase(mLights.end() - 1);
  195. mLightWorldBounds.erase(mLightWorldBounds.end() - 1);
  196. }
  197. void RenderBeast::_notifyCameraAdded(const CameraHandlerCore* camera)
  198. {
  199. CameraData& camData = mCameraData[camera];
  200. camData.renderQueue = bs_shared_ptr_new<RenderQueue>();
  201. }
  202. void RenderBeast::_notifyCameraRemoved(const CameraHandlerCore* camera)
  203. {
  204. mCameraData.erase(camera);
  205. }
  206. void RenderBeast::setOptions(const SPtr<CoreRendererOptions>& options)
  207. {
  208. mOptions = std::static_pointer_cast<RenderBeastOptions>(options);
  209. mOptionsDirty = true;
  210. }
  211. SPtr<CoreRendererOptions> RenderBeast::getOptions() const
  212. {
  213. return mOptions;
  214. }
  215. void RenderBeast::renderAll()
  216. {
  217. // Populate direct draw lists
  218. const Map<CameraHandler*, SceneCameraData>& allCameras = gSceneManager().getAllCameras();
  219. for (auto& cameraData : allCameras)
  220. {
  221. CameraHandlerPtr camera = cameraData.second.camera;
  222. HSceneObject cameraSO = cameraData.second.sceneObject;
  223. DrawListPtr drawList = bs_shared_ptr_new<DrawList>();
  224. ViewportPtr viewport = camera->getViewport();
  225. // Get GUI render operations
  226. GUIManager::instance().render(viewport, *drawList);
  227. // Get overlay render operations
  228. OverlayManager::instance().render(viewport, *drawList);
  229. // Get any operations from hooked up callbacks
  230. const Viewport* viewportRawPtr = camera->getViewport().get();
  231. onRenderViewport(viewportRawPtr, *drawList);
  232. RenderQueuePtr renderQueue = bs_shared_ptr_new<RenderQueue>();
  233. const Vector<DrawOperation>& drawOps = drawList->getDrawOperations();
  234. for (auto& drawOp : drawOps)
  235. {
  236. SPtr<MaterialCore> materialCore = drawOp.material->getCore();
  237. SPtr<MeshCoreBase> meshCore = drawOp.mesh->getCore();
  238. SubMesh subMesh = meshCore->getProperties().getSubMesh(drawOp.submeshIdx);
  239. float distanceToCamera = (cameraSO->getPosition() - drawOp.worldPosition).length();
  240. renderQueue->add(materialCore, meshCore, subMesh, distanceToCamera);
  241. }
  242. gCoreAccessor().queueCommand(std::bind(&RenderBeast::addToRenderQueue, this, camera->getCore(), renderQueue));
  243. }
  244. // Sync all dirty sim thread CoreObject data to core thread
  245. CoreObjectManager::instance().syncToCore(gCoreAccessor());
  246. if (mOptionsDirty)
  247. {
  248. gCoreAccessor().queueCommand(std::bind(&RenderBeast::syncRenderOptions, this, *mOptions));
  249. mOptionsDirty = false;
  250. }
  251. gCoreAccessor().queueCommand(std::bind(&RenderBeast::renderAllCore, this, gTime().getTime()));
  252. }
  253. void RenderBeast::addToRenderQueue(const SPtr<CameraHandlerCore>& camera, RenderQueuePtr renderQueue)
  254. {
  255. RenderQueuePtr cameraRenderQueue = mCameraData[camera.get()].renderQueue;
  256. cameraRenderQueue->add(*renderQueue);
  257. }
  258. void RenderBeast::syncRenderOptions(const RenderBeastOptions& options)
  259. {
  260. bool filteringChanged = mCoreOptions->filtering != options.filtering;
  261. if (options.filtering == RenderBeastFiltering::Anisotropic)
  262. filteringChanged |= mCoreOptions->anisotropyMax != options.anisotropyMax;
  263. if (filteringChanged)
  264. refreshSamplerOverrides(true);
  265. *mCoreOptions = options;
  266. }
  267. void RenderBeast::renderAllCore(float time)
  268. {
  269. THROW_IF_NOT_CORE_THREAD;
  270. // Note: I'm iterating over all sampler states every frame. If this ends up being a performance
  271. // issue consider handling this internally in MaterialCore which can only do it when sampler states
  272. // are actually modified after sync
  273. refreshSamplerOverrides();
  274. // Update global per-frame hardware buffers
  275. mLitTexHandler->updatePerFrameBuffers(time);
  276. // Sort cameras by render target
  277. for (auto& cameraData : mCameraData)
  278. {
  279. const CameraHandlerCore* camera = cameraData.first;
  280. SPtr<RenderTargetCore> renderTarget = camera->getViewport()->getTarget();
  281. if (renderTarget == nullptr)
  282. continue;
  283. auto findIter = std::find_if(mRenderTargets.begin(), mRenderTargets.end(), [&](const RenderTargetData& x) { return x.target == renderTarget; });
  284. if (findIter != mRenderTargets.end())
  285. {
  286. findIter->cameras.push_back(camera);
  287. }
  288. else
  289. {
  290. mRenderTargets.push_back(RenderTargetData());
  291. RenderTargetData& renderTargetData = mRenderTargets.back();
  292. renderTargetData.target = renderTarget;
  293. renderTargetData.cameras.push_back(camera);
  294. }
  295. }
  296. // Sort everything based on priority
  297. auto cameraComparer = [&](const CameraHandlerCore* a, const CameraHandlerCore* b) { return a->getPriority() > b->getPriority(); };
  298. auto renderTargetInfoComparer = [&](const RenderTargetData& a, const RenderTargetData& b)
  299. { return a.target->getProperties().getPriority() > b.target->getProperties().getPriority(); };
  300. std::sort(begin(mRenderTargets), end(mRenderTargets), renderTargetInfoComparer);
  301. for (auto& camerasPerTarget : mRenderTargets)
  302. {
  303. Vector<const CameraHandlerCore*>& cameras = camerasPerTarget.cameras;
  304. std::sort(begin(cameras), end(cameras), cameraComparer);
  305. }
  306. // Render everything, target by target
  307. for (auto& renderTargetData : mRenderTargets)
  308. {
  309. SPtr<RenderTargetCore> target = renderTargetData.target;
  310. Vector<const CameraHandlerCore*>& cameras = renderTargetData.cameras;
  311. RenderAPICore::instance().beginFrame();
  312. RenderAPICore::instance().setRenderTarget(target);
  313. for(auto& camera : cameras)
  314. {
  315. SPtr<ViewportCore> viewport = camera->getViewport();
  316. RenderAPICore::instance().setViewport(viewport->getNormArea());
  317. UINT32 clearBuffers = 0;
  318. if(viewport->getRequiresColorClear())
  319. clearBuffers |= FBT_COLOR;
  320. if(viewport->getRequiresDepthClear())
  321. clearBuffers |= FBT_DEPTH;
  322. if(viewport->getRequiresStencilClear())
  323. clearBuffers |= FBT_STENCIL;
  324. if(clearBuffers != 0)
  325. RenderAPICore::instance().clearViewport(clearBuffers, viewport->getClearColor(), viewport->getClearDepthValue(), viewport->getClearStencilValue());
  326. render(*camera, mCameraData[camera].renderQueue);
  327. }
  328. RenderAPICore::instance().endFrame();
  329. RenderAPICore::instance().swapBuffers(target);
  330. }
  331. mRenderTargets.clear();
  332. }
  333. void RenderBeast::render(const CameraHandlerCore& camera, RenderQueuePtr& renderQueue)
  334. {
  335. THROW_IF_NOT_CORE_THREAD;
  336. RenderAPICore& rs = RenderAPICore::instance();
  337. // Update global per-frame hardware buffers
  338. mLitTexHandler->updatePerCameraBuffers(camera.getForward());
  339. Matrix4 projMatrixCstm = camera.getProjectionMatrixRS();
  340. Matrix4 viewMatrixCstm = camera.getViewMatrix();
  341. Matrix4 viewProjMatrix = projMatrixCstm * viewMatrixCstm;
  342. // Trigger pre-render callbacks
  343. auto iterCameraCallbacks = mRenderCallbacks.find(&camera);
  344. if (iterCameraCallbacks != mRenderCallbacks.end())
  345. {
  346. for (auto& callbackPair : iterCameraCallbacks->second)
  347. {
  348. if (callbackPair.first >= 0)
  349. break;
  350. callbackPair.second();
  351. }
  352. }
  353. UINT64 cameraLayers = camera.getLayers();
  354. ConvexVolume worldFrustum = camera.getWorldFrustum();
  355. // Update per-object param buffers and queue render elements
  356. for (auto& renderableData : mRenderables)
  357. {
  358. RenderableHandlerCore* renderable = renderableData.renderable;
  359. RenderableController* controller = renderableData.controller;
  360. UINT32 renderableType = renderable->getRenderableType();
  361. UINT32 rendererId = renderable->getRendererId();
  362. if ((renderable->getLayer() & cameraLayers) == 0)
  363. continue;
  364. // Do frustum culling
  365. // TODO - This is bound to be a bottleneck at some point. When it is ensure that intersect
  366. // methods use vector operations, as it is trivial to update them.
  367. const Sphere& boundingSphere = mWorldBounds[rendererId].getSphere();
  368. if (worldFrustum.intersects(boundingSphere))
  369. {
  370. // More precise with the box
  371. const AABox& boundingBox = mWorldBounds[rendererId].getBox();
  372. if (worldFrustum.intersects(boundingBox))
  373. {
  374. float distanceToCamera = (camera.getPosition() - boundingBox.getCenter()).length();
  375. for (auto& renderElem : renderableData.elements)
  376. renderQueue->add(&renderElem, distanceToCamera);
  377. }
  378. }
  379. }
  380. renderQueue->sort();
  381. const Vector<RenderQueueElement>& sortedRenderElements = renderQueue->getSortedElements();
  382. for(auto iter = sortedRenderElements.begin(); iter != sortedRenderElements.end(); ++iter)
  383. {
  384. SPtr<MaterialCore> material = iter->material;
  385. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  386. if (renderElem != nullptr)
  387. {
  388. UINT32 rendererId = renderElem->renderableId;
  389. const RenderableData& renderableData = mRenderables[rendererId];
  390. RenderableHandlerCore* renderable = renderableData.renderable;
  391. RenderableController* controller = renderableData.controller;
  392. UINT32 renderableType = renderable->getRenderableType();
  393. if (controller != nullptr)
  394. controller->bindPerObjectBuffers(*renderElem);
  395. if (renderableType == RenType_LitTextured)
  396. {
  397. Matrix4 worldViewProjMatrix = viewProjMatrix * mWorldTransforms[rendererId];
  398. mLitTexHandler->updatePerObjectBuffers(*renderElem, worldViewProjMatrix);
  399. }
  400. UINT32 numPasses = renderElem->material->getNumPasses();
  401. for (UINT32 i = 0; i < numPasses; i++)
  402. {
  403. SPtr<PassParametersCore> passParams = renderElem->material->getPassParameters(i);
  404. for (UINT32 j = 0; j < PassParametersCore::NUM_PARAMS; j++)
  405. {
  406. SPtr<GpuParamsCore> params = passParams->getParamByIdx(j);
  407. if (params != nullptr)
  408. params->updateHardwareBuffers();
  409. }
  410. }
  411. if (renderElem != nullptr && renderElem->samplerOverrides != nullptr)
  412. setPass(material, iter->passIdx, &renderElem->samplerOverrides->passes[iter->passIdx]);
  413. else
  414. setPass(material, iter->passIdx, nullptr);
  415. }
  416. else
  417. setPass(material, iter->passIdx, nullptr);
  418. draw(iter->mesh, iter->subMesh);
  419. }
  420. renderQueue->clear();
  421. // Trigger post-render callbacks
  422. if (iterCameraCallbacks != mRenderCallbacks.end())
  423. {
  424. for (auto& callbackPair : iterCameraCallbacks->second)
  425. {
  426. if (callbackPair.first < 0)
  427. continue;
  428. callbackPair.second();
  429. }
  430. }
  431. }
  432. void RenderBeast::refreshSamplerOverrides(bool force)
  433. {
  434. for (auto& entry : mSamplerOverrides)
  435. {
  436. SPtr<MaterialCore> material = entry.first;
  437. if (force)
  438. {
  439. SamplerOverrideUtility::destroySamplerOverrides(entry.second);
  440. entry.second = SamplerOverrideUtility::generateSamplerOverrides(material, mCoreOptions);
  441. }
  442. else
  443. {
  444. MaterialSamplerOverrides* materialOverrides = entry.second;
  445. UINT32 numPasses = material->getNumPasses();
  446. assert(numPasses == materialOverrides->numPasses);
  447. for (UINT32 i = 0; i < numPasses; i++)
  448. {
  449. SPtr<PassParametersCore> passParams = material->getPassParameters(i);
  450. PassSamplerOverrides& passOverrides = materialOverrides->passes[i];
  451. for (UINT32 j = 0; j < PassParametersCore::NUM_PARAMS; j++)
  452. {
  453. StageSamplerOverrides& stageOverrides = passOverrides.stages[j];
  454. SPtr<GpuParamsCore> params = passParams->getParamByIdx(j);
  455. if (params == nullptr)
  456. continue;
  457. const GpuParamDesc& paramDesc = params->getParamDesc();
  458. for (auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  459. {
  460. UINT32 slot = iter->second.slot;
  461. SPtr<SamplerStateCore> samplerState = params->getSamplerState(slot);
  462. assert(stageOverrides.numStates > slot);
  463. if (samplerState != stageOverrides.stateOverrides[slot])
  464. {
  465. if (samplerState != nullptr)
  466. stageOverrides.stateOverrides[slot] = SamplerOverrideUtility::generateSamplerOverride(samplerState, mCoreOptions);
  467. else
  468. stageOverrides.stateOverrides[slot] = SamplerOverrideUtility::generateSamplerOverride(SamplerStateCore::getDefault(), mCoreOptions);;
  469. }
  470. }
  471. }
  472. }
  473. }
  474. }
  475. }
  476. void RenderBeast::setPass(const SPtr<MaterialCore>& material, UINT32 passIdx, PassSamplerOverrides* samplerOverrides)
  477. {
  478. THROW_IF_NOT_CORE_THREAD;
  479. RenderAPICore& rs = RenderAPICore::instance();
  480. SPtr<PassCore> pass = material->getPass(passIdx);
  481. SPtr<PassParametersCore> passParams = material->getPassParameters(passIdx);
  482. struct StageData
  483. {
  484. GpuProgramType type;
  485. bool enable;
  486. SPtr<GpuParamsCore> params;
  487. SPtr<GpuProgramCore> program;
  488. };
  489. const UINT32 numStages = 6;
  490. StageData stages[numStages] =
  491. {
  492. {
  493. GPT_VERTEX_PROGRAM, pass->hasVertexProgram(),
  494. passParams->mVertParams, pass->getVertexProgram()
  495. },
  496. {
  497. GPT_FRAGMENT_PROGRAM, pass->hasFragmentProgram(),
  498. passParams->mFragParams, pass->getFragmentProgram()
  499. },
  500. {
  501. GPT_GEOMETRY_PROGRAM, pass->hasGeometryProgram(),
  502. passParams->mGeomParams, pass->getGeometryProgram()
  503. },
  504. {
  505. GPT_HULL_PROGRAM, pass->hasHullProgram(),
  506. passParams->mHullParams, pass->getHullProgram()
  507. },
  508. {
  509. GPT_DOMAIN_PROGRAM, pass->hasDomainProgram(),
  510. passParams->mDomainParams, pass->getDomainProgram()
  511. },
  512. {
  513. GPT_COMPUTE_PROGRAM, pass->hasComputeProgram(),
  514. passParams->mComputeParams, pass->getComputeProgram()
  515. }
  516. };
  517. for (UINT32 i = 0; i < numStages; i++)
  518. {
  519. const StageData& stage = stages[i];
  520. if (stage.enable)
  521. {
  522. rs.bindGpuProgram(stage.program);
  523. SPtr<GpuParamsCore> params = stage.params;
  524. const GpuParamDesc& paramDesc = params->getParamDesc();
  525. for (auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  526. {
  527. SPtr<SamplerStateCore> samplerState;
  528. if (samplerOverrides != nullptr)
  529. samplerState = samplerOverrides->stages[i].stateOverrides[iter->second.slot];
  530. else
  531. samplerState = params->getSamplerState(iter->second.slot);
  532. if (samplerState == nullptr)
  533. rs.setSamplerState(stage.type, iter->second.slot, SamplerStateCore::getDefault());
  534. else
  535. rs.setSamplerState(stage.type, iter->second.slot, samplerState);
  536. }
  537. for (auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
  538. {
  539. SPtr<TextureCore> texture = params->getTexture(iter->second.slot);
  540. if (!params->isLoadStoreTexture(iter->second.slot))
  541. {
  542. if (texture == nullptr)
  543. rs.setTexture(stage.type, iter->second.slot, false, nullptr);
  544. else
  545. rs.setTexture(stage.type, iter->second.slot, true, texture);
  546. }
  547. else
  548. {
  549. const TextureSurface& surface = params->getLoadStoreSurface(iter->second.slot);
  550. if (texture == nullptr)
  551. rs.setLoadStoreTexture(stage.type, iter->second.slot, false, nullptr, surface);
  552. else
  553. rs.setLoadStoreTexture(stage.type, iter->second.slot, true, texture, surface);
  554. }
  555. }
  556. rs.setConstantBuffers(stage.type, params);
  557. }
  558. else
  559. rs.unbindGpuProgram(stage.type);
  560. }
  561. // TODO - Try to limit amount of state changes, if previous state is already the same
  562. // Set up non-texture related pass settings
  563. if (pass->getBlendState() != nullptr)
  564. rs.setBlendState(pass->getBlendState());
  565. else
  566. rs.setBlendState(BlendStateCore::getDefault());
  567. if (pass->getDepthStencilState() != nullptr)
  568. rs.setDepthStencilState(pass->getDepthStencilState(), pass->getStencilRefValue());
  569. else
  570. rs.setDepthStencilState(DepthStencilStateCore::getDefault(), pass->getStencilRefValue());
  571. if (pass->getRasterizerState() != nullptr)
  572. rs.setRasterizerState(pass->getRasterizerState());
  573. else
  574. rs.setRasterizerState(RasterizerStateCore::getDefault());
  575. }
  576. SPtr<ShaderCore> RenderBeast::createDefaultShader()
  577. {
  578. StringID rsName = RenderAPICore::instance().getName();
  579. SPtr<GpuProgramCore> vsProgram;
  580. SPtr<GpuProgramCore> psProgram;
  581. if (rsName == RenderAPIDX11)
  582. {
  583. String vsCode = R"(
  584. cbuffer PerObject
  585. {
  586. float4x4 matWorldViewProj;
  587. }
  588. void vs_main(
  589. in float3 inPos : POSITION,
  590. out float4 oPosition : SV_Position)
  591. {
  592. oPosition = mul(matWorldViewProj, float4(inPos.xyz, 1));
  593. })";
  594. String psCode = R"(
  595. float4 ps_main() : SV_Target
  596. {
  597. return float4(0.3f, 0.9f, 0.3f, 1.0f);
  598. })";
  599. vsProgram = GpuProgramCore::create(vsCode, "vs_main", "hlsl", GPT_VERTEX_PROGRAM, GPP_VS_4_0);
  600. psProgram = GpuProgramCore::create(psCode, "ps_main", "hlsl", GPT_FRAGMENT_PROGRAM, GPP_FS_4_0);
  601. }
  602. else if (rsName == RenderAPIDX9)
  603. {
  604. String vsCode = R"(
  605. BS_PARAM_BLOCK PerObject { matWorldViewProj }
  606. float4x4 matWorldViewProj;
  607. void vs_main(
  608. in float3 inPos : POSITION,
  609. out float4 oPosition : POSITION)
  610. {
  611. oPosition = mul(matWorldViewProj, float4(inPos.xyz, 1));
  612. })";
  613. String psCode = R"(
  614. float4 ps_main() : COLOR0
  615. {
  616. return float4(0.3f, 0.9f, 0.3f, 1.0f);
  617. })";
  618. vsProgram = GpuProgramCore::create(vsCode, "vs_main", "hlsl9", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
  619. psProgram = GpuProgramCore::create(psCode, "ps_main", "hlsl9", GPT_FRAGMENT_PROGRAM, GPP_FS_2_0);
  620. }
  621. else if (rsName == RenderAPIOpenGL)
  622. {
  623. String vsCode = R"(
  624. uniform PerObject
  625. {
  626. mat4 matWorldViewProj;
  627. };
  628. in vec3 bs_position;
  629. out gl_PerVertex
  630. {
  631. vec4 gl_Position;
  632. };
  633. void main()
  634. {
  635. gl_Position = matWorldViewProj * vec4(bs_position.xyz, 1);
  636. })";
  637. String psCode = R"(
  638. out vec4 fragColor;
  639. void main()
  640. {
  641. fragColor = vec4(0.3f, 0.9f, 0.3f, 1.0f);
  642. })";
  643. vsProgram = GpuProgramCore::create(vsCode, "main", "glsl", GPT_VERTEX_PROGRAM, GPP_VS_4_0);
  644. psProgram = GpuProgramCore::create(psCode, "main", "glsl", GPT_FRAGMENT_PROGRAM, GPP_FS_4_0);
  645. }
  646. PASS_DESC_CORE passDesc;
  647. passDesc.vertexProgram = vsProgram;
  648. passDesc.fragmentProgram = psProgram;
  649. SPtr<PassCore> newPass = PassCore::create(passDesc);
  650. SPtr<TechniqueCore> newTechnique = TechniqueCore::create(rsName, RendererDefault, { newPass });
  651. SHADER_DESC_CORE shaderDesc;
  652. shaderDesc.setParamBlockAttribs("PerObject", true, GPBU_DYNAMIC, RBS_PerObject);
  653. shaderDesc.addParameter("matWorldViewProj", "matWorldViewProj", GPDT_MATRIX_4X4, RPS_WorldViewProjTfrm);
  654. SPtr<ShaderCore> defaultShader = ShaderCore::create("DummyShader", shaderDesc, { newTechnique });
  655. return defaultShader;
  656. }
  657. }