BsRenderBeast.cpp 21 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 "Components/BsCCamera.h"
  5. #include "Components/BsCRenderable.h"
  6. #include "Material/BsMaterial.h"
  7. #include "Material/BsPass.h"
  8. #include "BsCoreApplication.h"
  9. #include "RenderAPI/BsViewport.h"
  10. #include "RenderAPI/BsRenderTarget.h"
  11. #include "CoreThread/BsCoreThread.h"
  12. #include "Profiling/BsProfilerCPU.h"
  13. #include "Profiling/BsProfilerGPU.h"
  14. #include "Material/BsShader.h"
  15. #include "RenderAPI/BsGpuParamBlockBuffer.h"
  16. #include "Utility/BsTime.h"
  17. #include "CoreThread/BsCoreObjectManager.h"
  18. #include "BsRenderBeastOptions.h"
  19. #include "Renderer/BsLight.h"
  20. #include "BsGpuResourcePool.h"
  21. #include "Renderer/BsRendererUtility.h"
  22. #include "Animation/BsAnimationManager.h"
  23. #include "Animation/BsSkeleton.h"
  24. #include "Renderer/BsRendererExtension.h"
  25. #include "Renderer/BsReflectionProbe.h"
  26. #include "Renderer/BsIBLUtility.h"
  27. #include "Renderer/BsSkybox.h"
  28. #include "BsStandardDeferredLighting.h"
  29. #include "BsShadowRendering.h"
  30. #include "BsRenderCompositor.h"
  31. #include "BsRendererTextures.h"
  32. #include "BsRenderBeastIBLUtility.h"
  33. #include "Renderer/BsRendererManager.h"
  34. using namespace std::placeholders;
  35. namespace bs { namespace ct
  36. {
  37. RenderBeast::RenderBeast()
  38. {
  39. mOptions = bs_shared_ptr_new<RenderBeastOptions>();
  40. }
  41. const StringID& RenderBeast::getName() const
  42. {
  43. static StringID name = "RenderBeast";
  44. return name;
  45. }
  46. void RenderBeast::initialize()
  47. {
  48. Renderer::initialize();
  49. gCoreThread().queueCommand(std::bind(&RenderBeast::initializeCore, this), CTQF_InternalQueue);
  50. }
  51. void RenderBeast::destroy()
  52. {
  53. Renderer::destroy();
  54. gCoreThread().queueCommand(std::bind(&RenderBeast::destroyCore, this));
  55. gCoreThread().submit(true);
  56. }
  57. void RenderBeast::initializeCore()
  58. {
  59. const RenderAPI& rapi = RenderAPI::instance();
  60. const RenderAPIInfo& rapiInfo = rapi.getAPIInfo();
  61. if(
  62. !rapiInfo.isFlagSet(RenderAPIFeatureFlag::Compute) ||
  63. !rapiInfo.isFlagSet(RenderAPIFeatureFlag::LoadStore) ||
  64. !rapiInfo.isFlagSet(RenderAPIFeatureFlag::TextureViews))
  65. {
  66. mFeatureSet = RenderBeastFeatureSet::DesktopMacOS;
  67. }
  68. RendererUtility::startUp();
  69. GpuResourcePool::startUp();
  70. IBLUtility::startUp<RenderBeastIBLUtility>();
  71. RendererTextures::startUp();
  72. mCoreOptions = bs_shared_ptr_new<RenderBeastOptions>();
  73. mScene = bs_shared_ptr_new<RendererScene>(mCoreOptions);
  74. mObjectRenderer = bs_new<ObjectRenderer>();
  75. mMainViewGroup = bs_new<RendererViewGroup>();
  76. StandardDeferred::startUp();
  77. RenderCompositor::registerNodeType<RCNodeSceneDepth>();
  78. RenderCompositor::registerNodeType<RCNodeGBuffer>();
  79. RenderCompositor::registerNodeType<RCNodeLightAccumulation>();
  80. RenderCompositor::registerNodeType<RCNodeSceneColor>();
  81. RenderCompositor::registerNodeType<RCNodeStandardDeferredLighting>();
  82. RenderCompositor::registerNodeType<RCNodeTiledDeferredLighting>();
  83. RenderCompositor::registerNodeType<RCNodeTiledDeferredIBL>();
  84. RenderCompositor::registerNodeType<RCNodeUnflattenLightAccum>();
  85. RenderCompositor::registerNodeType<RCNodeFinalResolve>();
  86. RenderCompositor::registerNodeType<RCNodeSkybox>();
  87. RenderCompositor::registerNodeType<RCNodeUnflattenSceneColor>();
  88. RenderCompositor::registerNodeType<RCNodePostProcess>();
  89. RenderCompositor::registerNodeType<RCNodeTonemapping>();
  90. RenderCompositor::registerNodeType<RCNodeGaussianDOF>();
  91. RenderCompositor::registerNodeType<RCNodeFXAA>();
  92. RenderCompositor::registerNodeType<RCNodeResolvedSceneDepth>();
  93. RenderCompositor::registerNodeType<RCNodeHiZ>();
  94. RenderCompositor::registerNodeType<RCNodeSSAO>();
  95. RenderCompositor::registerNodeType<RCNodeClusteredForward>();
  96. RenderCompositor::registerNodeType<RCNodeIndirectLighting>();
  97. RenderCompositor::registerNodeType<RCNodeSSR>();
  98. RenderCompositor::registerNodeType<RCNodeMSAACoverage>();
  99. }
  100. void RenderBeast::destroyCore()
  101. {
  102. // Make sure all tasks finish first
  103. processTasks(true);
  104. if (mObjectRenderer != nullptr)
  105. bs_delete(mObjectRenderer);
  106. mScene = nullptr;
  107. RenderCompositor::cleanUp();
  108. StandardDeferred::shutDown();
  109. bs_delete(mMainViewGroup);
  110. RendererTextures::shutDown();
  111. IBLUtility::shutDown();
  112. GpuResourcePool::shutDown();
  113. RendererUtility::shutDown();
  114. }
  115. void RenderBeast::notifyRenderableAdded(Renderable* renderable)
  116. {
  117. mScene->registerRenderable(renderable);
  118. const SceneInfo& sceneInfo = mScene->getSceneInfo();
  119. RendererObject* rendererObject = sceneInfo.renderables[renderable->getRendererId()];
  120. for(auto& entry : rendererObject->elements)
  121. mObjectRenderer->initElement(*rendererObject, entry);
  122. }
  123. void RenderBeast::notifyRenderableRemoved(Renderable* renderable)
  124. {
  125. mScene->unregisterRenderable(renderable);
  126. }
  127. void RenderBeast::notifyRenderableUpdated(Renderable* renderable)
  128. {
  129. mScene->updateRenderable(renderable);
  130. }
  131. void RenderBeast::notifyLightAdded(Light* light)
  132. {
  133. mScene->registerLight(light);
  134. }
  135. void RenderBeast::notifyLightUpdated(Light* light)
  136. {
  137. mScene->updateLight(light);
  138. }
  139. void RenderBeast::notifyLightRemoved(Light* light)
  140. {
  141. mScene->unregisterLight(light);
  142. }
  143. void RenderBeast::notifyCameraAdded(Camera* camera)
  144. {
  145. mScene->registerCamera(camera);
  146. }
  147. void RenderBeast::notifyCameraUpdated(Camera* camera, UINT32 updateFlag)
  148. {
  149. mScene->updateCamera(camera, updateFlag);
  150. }
  151. void RenderBeast::notifyCameraRemoved(Camera* camera)
  152. {
  153. mScene->unregisterCamera(camera);
  154. }
  155. void RenderBeast::notifyReflectionProbeAdded(ReflectionProbe* probe)
  156. {
  157. mScene->registerReflectionProbe(probe);
  158. }
  159. void RenderBeast::notifyReflectionProbeUpdated(ReflectionProbe* probe, bool texture)
  160. {
  161. mScene->updateReflectionProbe(probe, texture);
  162. }
  163. void RenderBeast::notifyReflectionProbeRemoved(ReflectionProbe* probe)
  164. {
  165. mScene->unregisterReflectionProbe(probe);
  166. }
  167. void RenderBeast::notifyLightProbeVolumeAdded(LightProbeVolume* volume)
  168. {
  169. mScene->registerLightProbeVolume(volume);
  170. }
  171. void RenderBeast::notifyLightProbeVolumeUpdated(LightProbeVolume* volume)
  172. {
  173. mScene->updateLightProbeVolume(volume);
  174. }
  175. void RenderBeast::notifyLightProbeVolumeRemoved(LightProbeVolume* volume)
  176. {
  177. mScene->unregisterLightProbeVolume(volume);
  178. }
  179. void RenderBeast::notifySkyboxAdded(Skybox* skybox)
  180. {
  181. mScene->registerSkybox(skybox);
  182. }
  183. void RenderBeast::notifySkyboxRemoved(Skybox* skybox)
  184. {
  185. mScene->unregisterSkybox(skybox);
  186. }
  187. void RenderBeast::setOptions(const SPtr<RendererOptions>& options)
  188. {
  189. mOptions = std::static_pointer_cast<RenderBeastOptions>(options);
  190. mOptionsDirty = true;
  191. }
  192. SPtr<RendererOptions> RenderBeast::getOptions() const
  193. {
  194. return mOptions;
  195. }
  196. void RenderBeast::syncOptions(const RenderBeastOptions& options)
  197. {
  198. bool filteringChanged = mCoreOptions->filtering != options.filtering;
  199. if (options.filtering == RenderBeastFiltering::Anisotropic)
  200. filteringChanged |= mCoreOptions->anisotropyMax != options.anisotropyMax;
  201. if (filteringChanged)
  202. mScene->refreshSamplerOverrides(true);
  203. *mCoreOptions = options;
  204. mScene->setOptions(mCoreOptions);
  205. ShadowRendering& shadowRenderer = mMainViewGroup->getShadowRenderer();
  206. shadowRenderer.setShadowMapSize(mCoreOptions->shadowMapSize);
  207. }
  208. void RenderBeast::renderAll()
  209. {
  210. // Sync all dirty sim thread CoreObject data to core thread
  211. CoreObjectManager::instance().syncToCore();
  212. if (mOptionsDirty)
  213. {
  214. gCoreThread().queueCommand(std::bind(&RenderBeast::syncOptions, this, *mOptions));
  215. mOptionsDirty = false;
  216. }
  217. FrameTimings timings;
  218. timings.time = gTime().getTime();
  219. timings.timeDelta = gTime().getFrameDelta();
  220. timings.frameIdx = gTime().getFrameIdx();
  221. gCoreThread().queueCommand(std::bind(&RenderBeast::renderAllCore, this, timings));
  222. }
  223. void RenderBeast::renderAllCore(FrameTimings timings)
  224. {
  225. THROW_IF_NOT_CORE_THREAD;
  226. gProfilerGPU().beginFrame();
  227. gProfilerCPU().beginSample("renderAllCore");
  228. const SceneInfo& sceneInfo = mScene->getSceneInfo();
  229. // Note: I'm iterating over all sampler states every frame. If this ends up being a performance
  230. // issue consider handling this internally in ct::Material which can only do it when sampler states
  231. // are actually modified after sync
  232. mScene->refreshSamplerOverrides();
  233. // Update global per-frame hardware buffers
  234. mObjectRenderer->setParamFrameParams(timings.time);
  235. // Retrieve animation data
  236. AnimationManager::instance().waitUntilComplete();
  237. const RendererAnimationData& animData = AnimationManager::instance().getRendererData();
  238. sceneInfo.renderableReady.resize(sceneInfo.renderables.size(), false);
  239. sceneInfo.renderableReady.assign(sceneInfo.renderables.size(), false);
  240. FrameInfo frameInfo(timings, &animData);
  241. // Make sure any renderer tasks finish first, as rendering might depend on them
  242. processTasks(false);
  243. // Gather all views
  244. Vector<RendererView*> views;
  245. for (auto& rtInfo : sceneInfo.renderTargets)
  246. {
  247. SPtr<RenderTarget> target = rtInfo.target;
  248. const Vector<Camera*>& cameras = rtInfo.cameras;
  249. UINT32 numCameras = (UINT32)cameras.size();
  250. for (UINT32 i = 0; i < numCameras; i++)
  251. {
  252. UINT32 viewIdx = sceneInfo.cameraToView.at(cameras[i]);
  253. RendererView* viewInfo = sceneInfo.views[viewIdx];
  254. views.push_back(viewInfo);
  255. }
  256. }
  257. mMainViewGroup->setViews(views.data(), (UINT32)views.size());
  258. mMainViewGroup->determineVisibility(sceneInfo);
  259. // Update reflection probe array if required
  260. updateReflProbeArray();
  261. // Render everything
  262. renderViews(*mMainViewGroup, frameInfo);
  263. gProfilerGPU().endFrame();
  264. // Present render targets with back buffers
  265. for (auto& rtInfo : sceneInfo.renderTargets)
  266. {
  267. if(rtInfo.target->getProperties().isWindow)
  268. RenderAPI::instance().swapBuffers(rtInfo.target);
  269. }
  270. gProfilerCPU().endSample("renderAllCore");
  271. }
  272. void RenderBeast::renderViews(RendererViewGroup& viewGroup, const FrameInfo& frameInfo)
  273. {
  274. const SceneInfo& sceneInfo = mScene->getSceneInfo();
  275. const VisibilityInfo& visibility = viewGroup.getVisibilityInfo();
  276. // Render shadow maps
  277. ShadowRendering& shadowRenderer = viewGroup.getShadowRenderer();
  278. shadowRenderer.renderShadowMaps(*mScene, viewGroup, frameInfo);
  279. // Update various buffers required by each renderable
  280. UINT32 numRenderables = (UINT32)sceneInfo.renderables.size();
  281. for (UINT32 i = 0; i < numRenderables; i++)
  282. {
  283. if (!visibility.renderables[i])
  284. continue;
  285. mScene->prepareRenderable(i, frameInfo);
  286. }
  287. UINT32 numViews = viewGroup.getNumViews();
  288. for (UINT32 i = 0; i < numViews; i++)
  289. {
  290. RendererView* view = viewGroup.getView(i);
  291. const RenderSettings& settings = view->getRenderSettings();
  292. if (settings.overlayOnly)
  293. renderOverlay(*view);
  294. else
  295. renderView(viewGroup, *view, frameInfo);
  296. }
  297. }
  298. void RenderBeast::renderView(const RendererViewGroup& viewGroup, RendererView& view, const FrameInfo& frameInfo)
  299. {
  300. gProfilerCPU().beginSample("Render");
  301. const SceneInfo& sceneInfo = mScene->getSceneInfo();
  302. auto& viewProps = view.getProperties();
  303. SPtr<GpuParamBlockBuffer> perCameraBuffer = view.getPerViewBuffer();
  304. perCameraBuffer->flushToGPU();
  305. // Make sure light probe data is up to date
  306. if(view.getRenderSettings().enableIndirectLighting)
  307. mScene->updateLightProbes();
  308. view.beginFrame();
  309. RenderCompositorNodeInputs inputs(viewGroup, view, sceneInfo, *mCoreOptions, frameInfo);
  310. // Register callbacks
  311. if (viewProps.triggerCallbacks)
  312. {
  313. for(auto& extension : mCallbacks)
  314. {
  315. RenderLocation location = extension->getLocation();
  316. switch(location)
  317. {
  318. case RenderLocation::PreBasePass:
  319. inputs.extPreBasePass.push_back(extension);
  320. break;
  321. case RenderLocation::PostBasePass:
  322. inputs.extPostBasePass.push_back(extension);
  323. break;
  324. case RenderLocation::PostLightPass:
  325. inputs.extPostLighting.push_back(extension);
  326. break;
  327. case RenderLocation::Overlay:
  328. inputs.extOverlay.push_back(extension);
  329. break;
  330. }
  331. }
  332. }
  333. const RenderCompositor& compositor = view.getCompositor();
  334. compositor.execute(inputs);
  335. view.endFrame();
  336. gProfilerCPU().endSample("Render");
  337. }
  338. void RenderBeast::renderOverlay(RendererView& view)
  339. {
  340. gProfilerCPU().beginSample("RenderOverlay");
  341. view.getPerViewBuffer()->flushToGPU();
  342. view.beginFrame();
  343. auto& viewProps = view.getProperties();
  344. const Camera* camera = view.getSceneCamera();
  345. SPtr<RenderTarget> target = viewProps.target;
  346. SPtr<Viewport> viewport = camera->getViewport();
  347. ClearFlags clearFlags = viewport->getClearFlags();
  348. UINT32 clearBuffers = 0;
  349. if (clearFlags.isSet(ClearFlagBits::Color))
  350. clearBuffers |= FBT_COLOR;
  351. if (clearFlags.isSet(ClearFlagBits::Depth))
  352. clearBuffers |= FBT_DEPTH;
  353. if (clearFlags.isSet(ClearFlagBits::Stencil))
  354. clearBuffers |= FBT_STENCIL;
  355. if (clearBuffers != 0)
  356. {
  357. RenderAPI::instance().setRenderTarget(target);
  358. RenderAPI::instance().clearViewport(clearBuffers, viewport->getClearColorValue(),
  359. viewport->getClearDepthValue(), viewport->getClearStencilValue());
  360. }
  361. else
  362. RenderAPI::instance().setRenderTarget(target, 0, RT_COLOR0);
  363. RenderAPI::instance().setViewport(viewport->getArea());
  364. // Trigger overlay callbacks
  365. auto iterRenderCallback = mCallbacks.begin();
  366. while (iterRenderCallback != mCallbacks.end())
  367. {
  368. RendererExtension* extension = *iterRenderCallback;
  369. if (extension->getLocation() != RenderLocation::Overlay)
  370. {
  371. ++iterRenderCallback;
  372. continue;
  373. }
  374. if (extension->check(*camera))
  375. extension->render(*camera);
  376. ++iterRenderCallback;
  377. }
  378. view.endFrame();
  379. gProfilerCPU().endSample("RenderOverlay");
  380. }
  381. void RenderBeast::updateReflProbeArray()
  382. {
  383. SceneInfo& sceneInfo = mScene->_getSceneInfo();
  384. UINT32 numProbes = (UINT32)sceneInfo.reflProbes.size();
  385. bs_frame_mark();
  386. {
  387. UINT32 currentCubeArraySize = 0;
  388. if(sceneInfo.reflProbeCubemapsTex != nullptr)
  389. currentCubeArraySize = sceneInfo.reflProbeCubemapsTex->getProperties().getNumArraySlices();
  390. bool forceArrayUpdate = false;
  391. if(sceneInfo.reflProbeCubemapsTex == nullptr || (currentCubeArraySize < numProbes && currentCubeArraySize != MaxReflectionCubemaps))
  392. {
  393. TEXTURE_DESC cubeMapDesc;
  394. cubeMapDesc.type = TEX_TYPE_CUBE_MAP;
  395. cubeMapDesc.format = PF_RG11B10F;
  396. cubeMapDesc.width = IBLUtility::REFLECTION_CUBEMAP_SIZE;
  397. cubeMapDesc.height = IBLUtility::REFLECTION_CUBEMAP_SIZE;
  398. cubeMapDesc.numMips = PixelUtil::getMaxMipmaps(cubeMapDesc.width, cubeMapDesc.height, 1, cubeMapDesc.format);
  399. cubeMapDesc.numArraySlices = std::min(MaxReflectionCubemaps, numProbes + 4); // Keep a few empty entries
  400. sceneInfo.reflProbeCubemapsTex = Texture::create(cubeMapDesc);
  401. forceArrayUpdate = true;
  402. }
  403. auto& cubemapArrayProps = sceneInfo.reflProbeCubemapsTex->getProperties();
  404. FrameQueue<UINT32> emptySlots;
  405. for (UINT32 i = 0; i < numProbes; i++)
  406. {
  407. const RendererReflectionProbe& probeInfo = sceneInfo.reflProbes[i];
  408. if (probeInfo.arrayIdx > MaxReflectionCubemaps)
  409. continue;
  410. if(probeInfo.arrayDirty || forceArrayUpdate)
  411. {
  412. SPtr<Texture> texture = probeInfo.probe->getFilteredTexture();
  413. if (texture == nullptr)
  414. continue;
  415. auto& srcProps = texture->getProperties();
  416. bool isValid = srcProps.getWidth() == IBLUtility::REFLECTION_CUBEMAP_SIZE &&
  417. srcProps.getHeight() == IBLUtility::REFLECTION_CUBEMAP_SIZE &&
  418. srcProps.getNumMipmaps() == cubemapArrayProps.getNumMipmaps() &&
  419. srcProps.getTextureType() == TEX_TYPE_CUBE_MAP;
  420. if(!isValid)
  421. {
  422. if (!probeInfo.errorFlagged)
  423. {
  424. String errMsg = StringUtil::format("Cubemap texture invalid to use as a reflection cubemap. "
  425. "Check texture size (must be {0}x{0}) and mip-map count",
  426. IBLUtility::REFLECTION_CUBEMAP_SIZE);
  427. LOGERR(errMsg);
  428. probeInfo.errorFlagged = true;
  429. }
  430. }
  431. else
  432. {
  433. for(UINT32 face = 0; face < 6; face++)
  434. for(UINT32 mip = 0; mip <= srcProps.getNumMipmaps(); mip++)
  435. texture->copy(sceneInfo.reflProbeCubemapsTex, face, mip, probeInfo.arrayIdx * 6 + face, mip);
  436. }
  437. mScene->setReflectionProbeArrayIndex(i, probeInfo.arrayIdx, true);
  438. }
  439. // Note: Consider pruning the reflection cubemap array if empty slot count becomes too high
  440. }
  441. }
  442. bs_frame_clear();
  443. }
  444. void RenderBeast::captureSceneCubeMap(const SPtr<Texture>& cubemap, const Vector3& position,
  445. const CaptureSettings& settings)
  446. {
  447. const SceneInfo& sceneInfo = mScene->getSceneInfo();
  448. auto& texProps = cubemap->getProperties();
  449. Matrix4 projTransform = Matrix4::projectionPerspective(Degree(90.0f), 1.0f, 0.05f, 1000.0f);
  450. ConvexVolume localFrustum(projTransform);
  451. RenderAPI::instance().convertProjectionMatrix(projTransform, projTransform);
  452. RENDERER_VIEW_DESC viewDesc;
  453. viewDesc.target.clearFlags = FBT_COLOR | FBT_DEPTH;
  454. viewDesc.target.clearColor = Color::Black;
  455. viewDesc.target.clearDepthValue = 1.0f;
  456. viewDesc.target.clearStencilValue = 0;
  457. viewDesc.target.nrmViewRect = Rect2(0, 0, 1.0f, 1.0f);
  458. viewDesc.target.viewRect = Rect2I(0, 0, texProps.getWidth(), texProps.getHeight());
  459. viewDesc.target.targetWidth = texProps.getWidth();
  460. viewDesc.target.targetHeight = texProps.getHeight();
  461. viewDesc.target.numSamples = 1;
  462. viewDesc.triggerCallbacks = false;
  463. viewDesc.runPostProcessing = false;
  464. viewDesc.renderingReflections = true;
  465. viewDesc.encodeDepth = settings.encodeDepth;
  466. viewDesc.depthEncodeNear = settings.depthEncodeNear;
  467. viewDesc.depthEncodeFar = settings.depthEncodeFar;
  468. viewDesc.visibleLayers = 0xFFFFFFFFFFFFFFFF;
  469. viewDesc.nearPlane = 0.5f;
  470. viewDesc.farPlane = 1000.0f;
  471. viewDesc.flipView = !RenderAPI::instance().getAPIInfo().isFlagSet(RenderAPIFeatureFlag::UVYAxisUp);
  472. viewDesc.viewOrigin = position;
  473. viewDesc.projTransform = projTransform;
  474. viewDesc.projType = PT_PERSPECTIVE;
  475. viewDesc.stateReduction = mCoreOptions->stateReductionMode;
  476. viewDesc.sceneCamera = nullptr;
  477. SPtr<RenderSettings> renderSettings = bs_shared_ptr_new<RenderSettings>();
  478. renderSettings->enableHDR = settings.hdr;
  479. renderSettings->enableShadows = true;
  480. renderSettings->enableIndirectLighting = false;
  481. renderSettings->screenSpaceReflections.enabled = false;
  482. renderSettings->ambientOcclusion.enabled = false;
  483. Matrix4 viewOffsetMat = Matrix4::translation(-position);
  484. // Note: We render upside down, then flip the image vertically, which results in a horizontal flip. The horizontal
  485. // flip is required due to the fact how cubemap faces are defined. Another option would be to change the view
  486. // orientation matrix, but that also requires a culling mode flip which is inconvenient to do globally.
  487. RendererView views[6];
  488. for(UINT32 i = 0; i < 6; i++)
  489. {
  490. // Calculate view matrix
  491. Vector3 forward;
  492. Vector3 up = Vector3::UNIT_Y;
  493. switch (i)
  494. {
  495. case CF_PositiveX:
  496. forward = -Vector3::UNIT_X;
  497. up = -Vector3::UNIT_Y;
  498. break;
  499. case CF_NegativeX:
  500. forward = Vector3::UNIT_X;
  501. up = -Vector3::UNIT_Y;
  502. break;
  503. case CF_PositiveY:
  504. forward = Vector3::UNIT_Y;
  505. up = -Vector3::UNIT_Z;
  506. break;
  507. case CF_NegativeY:
  508. forward = -Vector3::UNIT_Y;
  509. up = Vector3::UNIT_Z;
  510. break;
  511. case CF_PositiveZ:
  512. forward = -Vector3::UNIT_Z;
  513. up = -Vector3::UNIT_Y;
  514. break;
  515. case CF_NegativeZ:
  516. forward = Vector3::UNIT_Z;
  517. up = -Vector3::UNIT_Y;
  518. break;
  519. }
  520. Vector3 right = Vector3::cross(up, forward);
  521. Matrix3 viewRotationMat = Matrix3(right, up, forward);
  522. viewDesc.viewDirection = -forward;
  523. viewDesc.viewTransform = Matrix4(viewRotationMat) * viewOffsetMat;
  524. // Calculate world frustum for culling
  525. const Vector<Plane>& frustumPlanes = localFrustum.getPlanes();
  526. Matrix4 worldMatrix = viewDesc.viewTransform.transpose();
  527. Vector<Plane> worldPlanes(frustumPlanes.size());
  528. UINT32 j = 0;
  529. for (auto& plane : frustumPlanes)
  530. {
  531. worldPlanes[j] = worldMatrix.multiplyAffine(plane);
  532. j++;
  533. }
  534. viewDesc.cullFrustum = ConvexVolume(worldPlanes);
  535. // Set up face render target
  536. RENDER_TEXTURE_DESC cubeFaceRTDesc;
  537. cubeFaceRTDesc.colorSurfaces[0].texture = cubemap;
  538. cubeFaceRTDesc.colorSurfaces[0].face = i;
  539. cubeFaceRTDesc.colorSurfaces[0].numFaces = 1;
  540. viewDesc.target.target = RenderTexture::create(cubeFaceRTDesc);
  541. views[i].setView(viewDesc);
  542. views[i].setRenderSettings(renderSettings);
  543. views[i].updatePerViewBuffer();
  544. }
  545. RendererView* viewPtrs[] = { &views[0], &views[1], &views[2], &views[3], &views[4], &views[5] };
  546. RendererViewGroup viewGroup(viewPtrs, 6, mCoreOptions->shadowMapSize);
  547. viewGroup.determineVisibility(sceneInfo);
  548. FrameInfo frameInfo({ 0.0f, 1.0f / 60.0f, 0 });
  549. renderViews(viewGroup, frameInfo);
  550. // Make sure the render texture is available for reads
  551. RenderAPI::instance().setRenderTarget(nullptr);
  552. }
  553. SPtr<RenderBeast> gRenderBeast()
  554. {
  555. return std::static_pointer_cast<RenderBeast>(RendererManager::instance().getActive());
  556. }
  557. }}