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- #include "BsRenderBeast.h"
- #include "BsCCamera.h"
- #include "BsSceneObject.h"
- #include "BsSceneManager.h"
- #include "BsCRenderable.h"
- #include "BsMaterial.h"
- #include "BsMesh.h"
- #include "BsPass.h"
- #include "BsBlendState.h"
- #include "BsRasterizerState.h"
- #include "BsDepthStencilState.h"
- #include "BsSamplerState.h"
- #include "BsCoreApplication.h"
- #include "BsViewport.h"
- #include "BsRenderTarget.h"
- #include "BsRenderQueue.h"
- #include "BsGUIManager.h"
- #include "BsCoreThread.h"
- #include "BsGpuParams.h"
- #include "BsProfilerCPU.h"
- #include "BsShader.h"
- #include "BsTechnique.h"
- #include "BsHardwareBufferManager.h"
- #include "BsGpuParamBlockBuffer.h"
- #include "BsShader.h"
- #include "BsStaticRenderableHandler.h"
- #include "BsTime.h"
- #include "BsRenderableElement.h"
- #include "BsFrameAlloc.h"
- #include "BsCoreObjectManager.h"
- #include "BsRenderBeastOptions.h"
- #include "BsSamplerOverrides.h"
- #include "BsLight.h"
- #include "BsRenderTexturePool.h"
- #include "BsRenderTargets.h"
- using namespace std::placeholders;
- namespace BansheeEngine
- {
- RenderBeast::RenderBeast()
- :mOptions(bs_shared_ptr_new<RenderBeastOptions>()), mOptionsDirty(true), mStaticHandler(nullptr)
- {
- }
- const StringID& RenderBeast::getName() const
- {
- static StringID name = "RenderBeast";
- return name;
- }
- void RenderBeast::_onActivated()
- {
- CoreRenderer::_onActivated();
- gCoreAccessor().queueCommand(std::bind(&RenderBeast::initializeCore, this));
- }
- void RenderBeast::_onDeactivated()
- {
- CoreRenderer::_onDeactivated();
- gCoreAccessor().queueCommand(std::bind(&RenderBeast::destroyCore, this));
- gCoreAccessor().submitToCoreThread(true);
- }
- void RenderBeast::initializeCore()
- {
- mCoreOptions = bs_shared_ptr_new<RenderBeastOptions>();
- mStaticHandler = bs_new<StaticRenderableHandler>();
- RenderTexturePool::startUp();
- SPtr<ShaderCore> shader = createDefaultShader();
- mDummyMaterial = MaterialCore::create(shader);
- }
- void RenderBeast::destroyCore()
- {
- if (mStaticHandler != nullptr)
- bs_delete(mStaticHandler);
- mRenderTargets.clear();
- mCameraData.clear();
- mRenderables.clear();
- RenderTexturePool::shutDown();
- assert(mSamplerOverrides.empty());
- mDummyMaterial = nullptr;
- }
- void RenderBeast::_notifyRenderableAdded(RenderableCore* renderable)
- {
- UINT32 renderableId = (UINT32)mRenderables.size();
- renderable->setRendererId(renderableId);
- mRenderables.push_back(RenderableData());
- mWorldTransforms.push_back(renderable->getTransform());
- mWorldBounds.push_back(renderable->getBounds());
- RenderableData& renderableData = mRenderables.back();
- renderableData.renderable = renderable;
- if (renderable->getRenderableType() == RenType_LitTextured)
- renderableData.controller = mStaticHandler;
- else
- renderableData.controller = nullptr;
- SPtr<MeshCore> mesh = renderable->getMesh();
- if (mesh != nullptr)
- {
- const MeshProperties& meshProps = mesh->getProperties();
- for (UINT32 i = 0; i < meshProps.getNumSubMeshes(); i++)
- {
- renderableData.elements.push_back(BeastRenderableElement());
- BeastRenderableElement& renElement = renderableData.elements.back();
- renElement.mesh = mesh;
- renElement.subMesh = meshProps.getSubMesh(i);
- renElement.renderableId = renderableId;
- renElement.material = renderable->getMaterial(i);
- if (renElement.material == nullptr)
- renElement.material = renderable->getMaterial(0);
- if (renElement.material == nullptr)
- renElement.material = mDummyMaterial;
- auto iterFind = mSamplerOverrides.find(renElement.material);
- if (iterFind != mSamplerOverrides.end())
- {
- renElement.samplerOverrides = iterFind->second;
- iterFind->second->refCount++;
- }
- else
- {
- MaterialSamplerOverrides* samplerOverrides = SamplerOverrideUtility::generateSamplerOverrides(renElement.material, mCoreOptions);
- mSamplerOverrides[renElement.material] = samplerOverrides;
- renElement.samplerOverrides = samplerOverrides;
- samplerOverrides->refCount++;
- }
- if (renderableData.controller != nullptr)
- renderableData.controller->initializeRenderElem(renElement);
- }
- }
- }
- void RenderBeast::_notifyRenderableRemoved(RenderableCore* renderable)
- {
- UINT32 renderableId = renderable->getRendererId();
- RenderableCore* lastRenerable = mRenderables.back().renderable;
- UINT32 lastRenderableId = lastRenerable->getRendererId();
- Vector<BeastRenderableElement>& elements = mRenderables[renderableId].elements;
- for (auto& element : elements)
- {
- auto iterFind = mSamplerOverrides.find(element.material);
- assert(iterFind != mSamplerOverrides.end());
- MaterialSamplerOverrides* samplerOverrides = iterFind->second;
- samplerOverrides->refCount--;
- if (samplerOverrides->refCount == 0)
- {
- SamplerOverrideUtility::destroySamplerOverrides(samplerOverrides);
- mSamplerOverrides.erase(iterFind);
- }
- element.samplerOverrides = nullptr;
- }
- if (renderableId != lastRenderableId)
- {
- // Swap current last element with the one we want to erase
- std::swap(mRenderables[renderableId], mRenderables[lastRenderableId]);
- std::swap(mWorldBounds[renderableId], mWorldBounds[lastRenderableId]);
- std::swap(mWorldTransforms[renderableId], mWorldTransforms[lastRenderableId]);
- lastRenerable->setRendererId(renderableId);
- Vector<BeastRenderableElement>& lastRenderableElements = mRenderables[renderableId].elements;
- for (auto& element : elements)
- element.renderableId = renderableId;
- }
- // Last element is the one we want to erase
- mRenderables.erase(mRenderables.end() - 1);
- mWorldBounds.erase(mWorldBounds.end() - 1);
- mWorldTransforms.erase(mWorldTransforms.end() - 1);
- }
- void RenderBeast::_notifyRenderableUpdated(RenderableCore* renderable)
- {
- UINT32 renderableId = renderable->getRendererId();
- mWorldTransforms[renderableId] = renderable->getTransform();
- mWorldBounds[renderableId] = renderable->getBounds();
- }
- void RenderBeast::_notifyLightAdded(LightCore* light)
- {
- UINT32 lightId = (UINT32)mLights.size();
- light->setRendererId(lightId);
- mLights.push_back(LightData());
- mLightWorldBounds.push_back(light->getBounds());
- LightData& lightData = mLights.back();
- lightData.internal = light;
- }
- void RenderBeast::_notifyLightUpdated(LightCore* light)
- {
- UINT32 lightId = light->getRendererId();
- mLightWorldBounds[lightId] = light->getBounds();
- }
- void RenderBeast::_notifyLightRemoved(LightCore* light)
- {
- UINT32 lightId = light->getRendererId();
- LightCore* lastLight = mLights.back().internal;
- UINT32 lastLightId = lastLight->getRendererId();
- if (lightId != lastLightId)
- {
- // Swap current last element with the one we want to erase
- std::swap(mLights[lightId], mLights[lastLightId]);
- std::swap(mLightWorldBounds[lightId], mLightWorldBounds[lastLightId]);
- lastLight->setRendererId(lightId);
- }
- // Last element is the one we want to erase
- mLights.erase(mLights.end() - 1);
- mLightWorldBounds.erase(mLightWorldBounds.end() - 1);
- }
- void RenderBeast::_notifyCameraAdded(const CameraCore* camera)
- {
- CameraData& camData = mCameraData[camera];
- camData.opaqueQueue = bs_shared_ptr_new<RenderQueue>(mCoreOptions->stateReductionMode);
- StateReduction transparentStateReduction = mCoreOptions->stateReductionMode;
- if (transparentStateReduction == StateReduction::Material)
- transparentStateReduction = StateReduction::Distance; // Transparent object MUST be sorted by distance
- camData.transparentQueue = bs_shared_ptr_new<RenderQueue>(transparentStateReduction);
- // Register in render target list
- SPtr<RenderTargetCore> renderTarget = camera->getViewport()->getTarget();
- if (renderTarget == nullptr)
- return;
- auto findIter = std::find_if(mRenderTargets.begin(), mRenderTargets.end(),
- [&](const RenderTargetData& x) { return x.target == renderTarget; });
- if (findIter != mRenderTargets.end())
- {
- findIter->cameras.push_back(camera);
- }
- else
- {
- mRenderTargets.push_back(RenderTargetData());
- RenderTargetData& renderTargetData = mRenderTargets.back();
- renderTargetData.target = renderTarget;
- renderTargetData.cameras.push_back(camera);
- }
- // Sort render targets based on priority
- auto cameraComparer = [&](const CameraCore* a, const CameraCore* b) { return a->getPriority() > b->getPriority(); };
- auto renderTargetInfoComparer = [&](const RenderTargetData& a, const RenderTargetData& b)
- { return a.target->getProperties().getPriority() > b.target->getProperties().getPriority(); };
- std::sort(begin(mRenderTargets), end(mRenderTargets), renderTargetInfoComparer);
- for (auto& camerasPerTarget : mRenderTargets)
- {
- Vector<const CameraCore*>& cameras = camerasPerTarget.cameras;
- std::sort(begin(cameras), end(cameras), cameraComparer);
- }
- }
- void RenderBeast::_notifyCameraRemoved(const CameraCore* camera)
- {
- mCameraData.erase(camera);
- // Remove from render target list
- for (auto iterTarget = mRenderTargets.begin(); iterTarget != mRenderTargets.end(); ++iterTarget)
- {
- RenderTargetData& target = *iterTarget;
- for (auto iterCam = target.cameras.begin(); iterCam != target.cameras.end(); ++iterCam)
- {
- if (camera == *iterCam)
- {
- target.cameras.erase(iterCam);
- break;
- }
- }
- if (target.cameras.empty())
- {
- mRenderTargets.erase(iterTarget);
- break;
- }
- }
- }
- void RenderBeast::setOptions(const SPtr<CoreRendererOptions>& options)
- {
- mOptions = std::static_pointer_cast<RenderBeastOptions>(options);
- mOptionsDirty = true;
- }
- SPtr<CoreRendererOptions> RenderBeast::getOptions() const
- {
- return mOptions;
- }
- void RenderBeast::renderAll()
- {
- // Sync all dirty sim thread CoreObject data to core thread
- CoreObjectManager::instance().syncToCore(gCoreAccessor());
- if (mOptionsDirty)
- {
- gCoreAccessor().queueCommand(std::bind(&RenderBeast::syncRenderOptions, this, *mOptions));
- mOptionsDirty = false;
- }
- gCoreAccessor().queueCommand(std::bind(&RenderBeast::renderAllCore, this, gTime().getTime()));
- }
- void RenderBeast::syncRenderOptions(const RenderBeastOptions& options)
- {
- bool filteringChanged = mCoreOptions->filtering != options.filtering;
- if (options.filtering == RenderBeastFiltering::Anisotropic)
- filteringChanged |= mCoreOptions->anisotropyMax != options.anisotropyMax;
- if (filteringChanged)
- refreshSamplerOverrides(true);
- *mCoreOptions = options;
- for (auto& cameraData : mCameraData)
- {
- cameraData.second.opaqueQueue->setStateReduction(mCoreOptions->stateReductionMode);
- StateReduction transparentStateReduction = mCoreOptions->stateReductionMode;
- if (transparentStateReduction == StateReduction::Material)
- transparentStateReduction = StateReduction::Distance; // Transparent object MUST be sorted by distance
- cameraData.second.transparentQueue->setStateReduction(transparentStateReduction);
- }
- }
- void RenderBeast::renderAllCore(float time)
- {
- THROW_IF_NOT_CORE_THREAD;
- // Note: I'm iterating over all sampler states every frame. If this ends up being a performance
- // issue consider handling this internally in MaterialCore which can only do it when sampler states
- // are actually modified after sync
- refreshSamplerOverrides();
- // Update global per-frame hardware buffers
- mStaticHandler->updatePerFrameBuffers(time);
- // Generate render queues per camera
- for (auto& cameraData : mCameraData)
- {
- const CameraCore* camera = cameraData.first;
- determineVisible(*camera);
- }
- // Render everything, target by target
- for (auto& renderTargetData : mRenderTargets)
- {
- SPtr<RenderTargetCore> target = renderTargetData.target;
- Vector<const CameraCore*>& cameras = renderTargetData.cameras;
- RenderAPICore::instance().beginFrame();
- //UINT32 numCameras = (UINT32)cameras.size();
- //for (UINT32 i = 0; i < numCameras; i++)
- // render(renderTargetData, i);
- // BEGIN OLD STUFF
- RenderAPICore::instance().setRenderTarget(target);
- for(auto& camera : cameras)
- {
- SPtr<ViewportCore> viewport = camera->getViewport();
- RenderAPICore::instance().setViewport(viewport->getNormArea());
- UINT32 clearBuffers = 0;
- if(viewport->getRequiresColorClear())
- clearBuffers |= FBT_COLOR;
- if(viewport->getRequiresDepthClear())
- clearBuffers |= FBT_DEPTH;
- if(viewport->getRequiresStencilClear())
- clearBuffers |= FBT_STENCIL;
- if(clearBuffers != 0)
- RenderAPICore::instance().clearViewport(clearBuffers, viewport->getClearColor(), viewport->getClearDepthValue(), viewport->getClearStencilValue());
- renderOLD(*camera);
- }
- // END OLD STUFF
- RenderAPICore::instance().endFrame();
- RenderAPICore::instance().swapBuffers(target);
- }
- }
- void RenderBeast::render(RenderTargetData& rtData, UINT32 camIdx)
- {
- const CameraCore* camera = rtData.cameras[camIdx];
- CameraData& camData = mCameraData[camera];
- SPtr<ViewportCore> viewport = camera->getViewport();
- Matrix4 projMatrixCstm = camera->getProjectionMatrixRS();
- Matrix4 viewMatrixCstm = camera->getViewMatrix();
- Matrix4 viewProjMatrix = projMatrixCstm * viewMatrixCstm;
- mStaticHandler->updatePerCameraBuffers(camera->getForward());
- // Render scene object to g-buffer if there are any
- const Vector<RenderQueueElement>& opaqueElements = camData.opaqueQueue->getSortedElements();
- bool hasGBuffer = opaqueElements.size() > 0;
- if (hasGBuffer)
- {
- bool createGBuffer = camData.gbuffer == nullptr ||
- camData.gbuffer->getHDR() != mCoreOptions->hdr ||
- camData.gbuffer->getNumSamples() != mCoreOptions->msaa;
- if (createGBuffer)
- camData.gbuffer = RenderTargets::create(*viewport, mCoreOptions->hdr, mCoreOptions->msaa);
- camData.gbuffer->bind();
- UINT32 clearBuffers = 0;
- if (viewport->getRequiresColorClear())
- clearBuffers |= FBT_COLOR;
- if (viewport->getRequiresDepthClear())
- clearBuffers |= FBT_DEPTH;
- if (viewport->getRequiresStencilClear())
- clearBuffers |= FBT_STENCIL;
- if (clearBuffers != 0)
- RenderAPICore::instance().clearViewport(clearBuffers, viewport->getClearColor(), viewport->getClearDepthValue(), viewport->getClearStencilValue());
- for (auto iter = opaqueElements.begin(); iter != opaqueElements.end(); ++iter)
- {
- BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
- SPtr<MaterialCore> material = renderElem->material;
- UINT32 rendererId = renderElem->renderableId;
- Matrix4 worldViewProjMatrix = viewProjMatrix * mWorldTransforms[rendererId];
- mStaticHandler->updatePerObjectBuffers(*renderElem, worldViewProjMatrix);
- mStaticHandler->bindGlobalBuffers(*renderElem); // Note: If I can keep global buffer slot indexes the same between shaders I could only bind these once
- mStaticHandler->bindPerObjectBuffers(*renderElem);
- if (iter->applyPass)
- {
- SPtr<PassCore> pass = material->getPass(iter->passIdx);
- setPass(pass);
- }
- SPtr<PassParametersCore> passParams = material->getPassParameters(iter->passIdx);
- if (renderElem->samplerOverrides != nullptr)
- setPassParams(passParams, &renderElem->samplerOverrides->passes[iter->passIdx]);
- else
- setPassParams(passParams, nullptr);
- draw(iter->renderElem->mesh, iter->renderElem->subMesh);
- }
- }
- else
- camData.gbuffer = nullptr;
- // Prepare final render target
- SPtr<RenderTargetCore> target = rtData.target;
- // If first camera in render target, prepare the RT
- if (camIdx == 0)
- {
- RenderAPICore::instance().setRenderTarget(target);
- RenderAPICore::instance().setViewport(viewport->getNormArea());
- UINT32 clearBuffers = 0;
- if (viewport->getRequiresColorClear())
- clearBuffers |= FBT_COLOR;
- if (viewport->getRequiresDepthClear())
- clearBuffers |= FBT_DEPTH;
- if (viewport->getRequiresStencilClear())
- clearBuffers |= FBT_STENCIL;
- if (clearBuffers != 0)
- RenderAPICore::instance().clearViewport(clearBuffers, viewport->getClearColor(), viewport->getClearDepthValue(), viewport->getClearStencilValue());
- }
- // Trigger pre-scene callbacks
- auto iterCameraCallbacks = mRenderCallbacks.find(camera);
- if (iterCameraCallbacks != mRenderCallbacks.end())
- {
- for (auto& callbackPair : iterCameraCallbacks->second)
- {
- if (callbackPair.first >= 0)
- break;
- callbackPair.second();
- }
- }
- // Resolve gbuffer if there is one
- if (hasGBuffer)
- {
- // TODO - Render lights
- // TODO - Resolve to render target
-
- camData.gbuffer->unbind();
- }
- // Render transparent objects
- const Vector<RenderQueueElement>& transparentElements = camData.transparentQueue->getSortedElements();
- for (auto iter = transparentElements.begin(); iter != transparentElements.end(); ++iter)
- {
- BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
- SPtr<MaterialCore> material = renderElem->material;
- UINT32 rendererId = renderElem->renderableId;
- Matrix4 worldViewProjMatrix = viewProjMatrix * mWorldTransforms[rendererId];
- mStaticHandler->updatePerObjectBuffers(*renderElem, worldViewProjMatrix);
- mStaticHandler->bindGlobalBuffers(*renderElem); // Note: If I can keep global buffer slot indexes the same between shaders I could only bind these once
- mStaticHandler->bindPerObjectBuffers(*renderElem);
- if (iter->applyPass)
- {
- SPtr<PassCore> pass = material->getPass(iter->passIdx);
- setPass(pass);
- }
- SPtr<PassParametersCore> passParams = material->getPassParameters(iter->passIdx);
- if (renderElem->samplerOverrides != nullptr)
- setPassParams(passParams, &renderElem->samplerOverrides->passes[iter->passIdx]);
- else
- setPassParams(passParams, nullptr);
- draw(iter->renderElem->mesh, iter->renderElem->subMesh);
- }
- camData.opaqueQueue->clear();
- camData.transparentQueue->clear();
- // Render post-scene callbacks
- if (iterCameraCallbacks != mRenderCallbacks.end())
- {
- for (auto& callbackPair : iterCameraCallbacks->second)
- {
- if (callbackPair.first < 0)
- continue;
- callbackPair.second();
- }
- }
- }
- void RenderBeast::renderOLD(const CameraCore& camera)
- {
- THROW_IF_NOT_CORE_THREAD;
- RenderAPICore& rs = RenderAPICore::instance();
- CameraData& cameraData = mCameraData[&camera];
- Matrix4 projMatrixCstm = camera.getProjectionMatrixRS();
- Matrix4 viewMatrixCstm = camera.getViewMatrix();
- Matrix4 viewProjMatrix = projMatrixCstm * viewMatrixCstm;
- // Trigger pre-render callbacks
- auto iterCameraCallbacks = mRenderCallbacks.find(&camera);
- if (iterCameraCallbacks != mRenderCallbacks.end())
- {
- for (auto& callbackPair : iterCameraCallbacks->second)
- {
- if (callbackPair.first >= 0)
- break;
- callbackPair.second();
- }
- }
- // Render opaque
- //// Update global per-frame hardware buffers
- mStaticHandler->updatePerCameraBuffers(camera.getForward());
- // TODO - This bit can be removed once I fully switch to deferred
- const Vector<RenderQueueElement>& opaqueElements = cameraData.opaqueQueue->getSortedElements();
- for(auto iter = opaqueElements.begin(); iter != opaqueElements.end(); ++iter)
- {
- BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
- SPtr<MaterialCore> material = renderElem->material;
- UINT32 rendererId = renderElem->renderableId;
- Matrix4 worldViewProjMatrix = viewProjMatrix * mWorldTransforms[rendererId];
- mStaticHandler->updatePerObjectBuffers(*renderElem, worldViewProjMatrix);
- mStaticHandler->bindGlobalBuffers(*renderElem); // Note: If I can keep global buffer slot indexes the same between shaders I could only bind these once
- mStaticHandler->bindPerObjectBuffers(*renderElem);
- if (iter->applyPass)
- {
- SPtr<PassCore> pass = material->getPass(iter->passIdx);
- setPass(pass);
- }
- {
- SPtr<PassParametersCore> passParams = material->getPassParameters(iter->passIdx);
- if (renderElem->samplerOverrides != nullptr)
- setPassParams(passParams, &renderElem->samplerOverrides->passes[iter->passIdx]);
- else
- setPassParams(passParams, nullptr);
- }
- draw(iter->renderElem->mesh, iter->renderElem->subMesh);
- }
- // Render transparent
- const Vector<RenderQueueElement>& transparentElements = cameraData.transparentQueue->getSortedElements();
- for (auto iter = transparentElements.begin(); iter != transparentElements.end(); ++iter)
- {
- BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
- SPtr<MaterialCore> material = renderElem->material;
- UINT32 rendererId = renderElem->renderableId;
- Matrix4 worldViewProjMatrix = viewProjMatrix * mWorldTransforms[rendererId];
- mStaticHandler->updatePerObjectBuffers(*renderElem, worldViewProjMatrix);
- mStaticHandler->bindGlobalBuffers(*renderElem); // Note: If I can keep global buffer slot indexes the same between shaders I could only bind these once
- mStaticHandler->bindPerObjectBuffers(*renderElem);
- if (iter->applyPass)
- {
- SPtr<PassCore> pass = material->getPass(iter->passIdx);
- setPass(pass);
- }
- SPtr<PassParametersCore> passParams = material->getPassParameters(iter->passIdx);
- if (renderElem->samplerOverrides != nullptr)
- setPassParams(passParams, &renderElem->samplerOverrides->passes[iter->passIdx]);
- else
- setPassParams(passParams, nullptr);
- draw(iter->renderElem->mesh, iter->renderElem->subMesh);
- }
- cameraData.opaqueQueue->clear();
- cameraData.transparentQueue->clear();
- // Trigger post-render callbacks
- if (iterCameraCallbacks != mRenderCallbacks.end())
- {
- for (auto& callbackPair : iterCameraCallbacks->second)
- {
- if (callbackPair.first < 0)
- continue;
- callbackPair.second();
- }
- }
- }
- void RenderBeast::determineVisible(const CameraCore& camera)
- {
- CameraData& cameraData = mCameraData[&camera];
- UINT64 cameraLayers = camera.getLayers();
- ConvexVolume worldFrustum = camera.getWorldFrustum();
- // Update per-object param buffers and queue render elements
- for (auto& renderableData : mRenderables)
- {
- RenderableCore* renderable = renderableData.renderable;
- RenderableHandler* controller = renderableData.controller;
- UINT32 renderableType = renderable->getRenderableType();
- UINT32 rendererId = renderable->getRendererId();
- if ((renderable->getLayer() & cameraLayers) == 0)
- continue;
- // Do frustum culling
- // TODO - This is bound to be a bottleneck at some point. When it is ensure that intersect
- // methods use vector operations, as it is trivial to update them.
- const Sphere& boundingSphere = mWorldBounds[rendererId].getSphere();
- if (worldFrustum.intersects(boundingSphere))
- {
- // More precise with the box
- const AABox& boundingBox = mWorldBounds[rendererId].getBox();
- if (worldFrustum.intersects(boundingBox))
- {
- float distanceToCamera = (camera.getPosition() - boundingBox.getCenter()).length();
- for (auto& renderElem : renderableData.elements)
- {
- bool isTransparent = (renderElem.material->getShader()->getFlags() & (UINT32)ShaderFlags::Transparent) != 0;
- if (isTransparent)
- cameraData.transparentQueue->add(&renderElem, distanceToCamera);
- else
- cameraData.opaqueQueue->add(&renderElem, distanceToCamera);
- }
- }
- }
- }
- cameraData.opaqueQueue->sort();
- cameraData.transparentQueue->sort();
- }
- void RenderBeast::refreshSamplerOverrides(bool force)
- {
- for (auto& entry : mSamplerOverrides)
- {
- SPtr<MaterialCore> material = entry.first;
- if (force)
- {
- SamplerOverrideUtility::destroySamplerOverrides(entry.second);
- entry.second = SamplerOverrideUtility::generateSamplerOverrides(material, mCoreOptions);
- }
- else
- {
- MaterialSamplerOverrides* materialOverrides = entry.second;
- UINT32 numPasses = material->getNumPasses();
- assert(numPasses == materialOverrides->numPasses);
- for (UINT32 i = 0; i < numPasses; i++)
- {
- SPtr<PassParametersCore> passParams = material->getPassParameters(i);
- PassSamplerOverrides& passOverrides = materialOverrides->passes[i];
- for (UINT32 j = 0; j < PassParametersCore::NUM_PARAMS; j++)
- {
- StageSamplerOverrides& stageOverrides = passOverrides.stages[j];
- SPtr<GpuParamsCore> params = passParams->getParamByIdx(j);
- if (params == nullptr)
- continue;
- const GpuParamDesc& paramDesc = params->getParamDesc();
- for (auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
- {
- UINT32 slot = iter->second.slot;
- SPtr<SamplerStateCore> samplerState = params->getSamplerState(slot);
- assert(stageOverrides.numStates > slot);
- if (samplerState != stageOverrides.stateOverrides[slot])
- {
- if (samplerState != nullptr)
- stageOverrides.stateOverrides[slot] = SamplerOverrideUtility::generateSamplerOverride(samplerState, mCoreOptions);
- else
- stageOverrides.stateOverrides[slot] = SamplerOverrideUtility::generateSamplerOverride(SamplerStateCore::getDefault(), mCoreOptions);;
- }
- }
- }
- }
- }
- }
- }
- void RenderBeast::setPass(const SPtr<PassCore>& pass)
- {
- THROW_IF_NOT_CORE_THREAD;
- RenderAPICore& rs = RenderAPICore::instance();
- struct StageData
- {
- GpuProgramType type;
- bool enable;
- SPtr<GpuProgramCore> program;
- };
- const UINT32 numStages = 6;
- StageData stages[numStages] =
- {
- { GPT_VERTEX_PROGRAM, pass->hasVertexProgram(), pass->getVertexProgram() },
- { GPT_FRAGMENT_PROGRAM, pass->hasFragmentProgram(), pass->getFragmentProgram() },
- { GPT_GEOMETRY_PROGRAM, pass->hasGeometryProgram(), pass->getGeometryProgram() },
- { GPT_HULL_PROGRAM, pass->hasHullProgram(), pass->getHullProgram() },
- { GPT_DOMAIN_PROGRAM, pass->hasDomainProgram(), pass->getDomainProgram() },
- { GPT_COMPUTE_PROGRAM, pass->hasComputeProgram(), pass->getComputeProgram() }
- };
- for (UINT32 i = 0; i < numStages; i++)
- {
- const StageData& stage = stages[i];
- if (stage.enable)
- rs.bindGpuProgram(stage.program);
- else
- rs.unbindGpuProgram(stage.type);
- }
- // Set up non-texture related pass settings
- if (pass->getBlendState() != nullptr)
- rs.setBlendState(pass->getBlendState());
- else
- rs.setBlendState(BlendStateCore::getDefault());
- if (pass->getDepthStencilState() != nullptr)
- rs.setDepthStencilState(pass->getDepthStencilState(), pass->getStencilRefValue());
- else
- rs.setDepthStencilState(DepthStencilStateCore::getDefault(), pass->getStencilRefValue());
- if (pass->getRasterizerState() != nullptr)
- rs.setRasterizerState(pass->getRasterizerState());
- else
- rs.setRasterizerState(RasterizerStateCore::getDefault());
- }
- void RenderBeast::setPassParams(const SPtr<PassParametersCore>& passParams, const PassSamplerOverrides* samplerOverrides)
- {
- THROW_IF_NOT_CORE_THREAD;
- RenderAPICore& rs = RenderAPICore::instance();
- struct StageData
- {
- GpuProgramType type;
- SPtr<GpuParamsCore> params;
- };
- const UINT32 numStages = 6;
- StageData stages[numStages] =
- {
- { GPT_VERTEX_PROGRAM, passParams->mVertParams },
- { GPT_FRAGMENT_PROGRAM, passParams->mFragParams },
- { GPT_GEOMETRY_PROGRAM, passParams->mGeomParams },
- { GPT_HULL_PROGRAM, passParams->mHullParams },
- { GPT_DOMAIN_PROGRAM, passParams->mDomainParams },
- { GPT_COMPUTE_PROGRAM, passParams->mComputeParams }
- };
- for (UINT32 i = 0; i < numStages; i++)
- {
- const StageData& stage = stages[i];
- SPtr<GpuParamsCore> params = stage.params;
- if (params == nullptr)
- continue;
- const GpuParamDesc& paramDesc = params->getParamDesc();
- for (auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
- {
- SPtr<SamplerStateCore> samplerState;
- if (samplerOverrides != nullptr)
- samplerState = samplerOverrides->stages[i].stateOverrides[iter->second.slot];
- else
- samplerState = params->getSamplerState(iter->second.slot);
- if (samplerState == nullptr)
- rs.setSamplerState(stage.type, iter->second.slot, SamplerStateCore::getDefault());
- else
- rs.setSamplerState(stage.type, iter->second.slot, samplerState);
- }
- for (auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
- {
- SPtr<TextureCore> texture = params->getTexture(iter->second.slot);
- if (!params->isLoadStoreTexture(iter->second.slot))
- {
- if (texture == nullptr)
- rs.setTexture(stage.type, iter->second.slot, false, nullptr);
- else
- rs.setTexture(stage.type, iter->second.slot, true, texture);
- }
- else
- {
- const TextureSurface& surface = params->getLoadStoreSurface(iter->second.slot);
- if (texture == nullptr)
- rs.setLoadStoreTexture(stage.type, iter->second.slot, false, nullptr, surface);
- else
- rs.setLoadStoreTexture(stage.type, iter->second.slot, true, texture, surface);
- }
- }
- rs.setConstantBuffers(stage.type, params);
- }
- }
- SPtr<ShaderCore> RenderBeast::createDefaultShader()
- {
- StringID rsName = RenderAPICore::instance().getName();
- SPtr<GpuProgramCore> vsProgram;
- SPtr<GpuProgramCore> psProgram;
- if (rsName == RenderAPIDX11)
- {
- String vsCode = R"(
- cbuffer PerObject
- {
- float4x4 matWorldViewProj;
- }
- void vs_main(
- in float3 inPos : POSITION,
- out float4 oPosition : SV_Position)
- {
- oPosition = mul(matWorldViewProj, float4(inPos.xyz, 1));
- })";
- String psCode = R"(
- float4 ps_main() : SV_Target
- {
- return float4(0.3f, 0.9f, 0.3f, 1.0f);
- })";
- vsProgram = GpuProgramCore::create(vsCode, "vs_main", "hlsl", GPT_VERTEX_PROGRAM, GPP_VS_4_0);
- psProgram = GpuProgramCore::create(psCode, "ps_main", "hlsl", GPT_FRAGMENT_PROGRAM, GPP_FS_4_0);
- }
- else if (rsName == RenderAPIDX9)
- {
- String vsCode = R"(
- BS_PARAM_BLOCK PerObject { matWorldViewProj }
- float4x4 matWorldViewProj;
- void vs_main(
- in float3 inPos : POSITION,
- out float4 oPosition : POSITION)
- {
- oPosition = mul(matWorldViewProj, float4(inPos.xyz, 1));
- })";
- String psCode = R"(
- float4 ps_main() : COLOR0
- {
- return float4(0.3f, 0.9f, 0.3f, 1.0f);
- })";
- vsProgram = GpuProgramCore::create(vsCode, "vs_main", "hlsl9", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
- psProgram = GpuProgramCore::create(psCode, "ps_main", "hlsl9", GPT_FRAGMENT_PROGRAM, GPP_FS_2_0);
- }
- else if (rsName == RenderAPIOpenGL)
- {
- String vsCode = R"(
- uniform PerObject
- {
- mat4 matWorldViewProj;
- };
- in vec3 bs_position;
- out gl_PerVertex
- {
- vec4 gl_Position;
- };
- void main()
- {
- gl_Position = matWorldViewProj * vec4(bs_position.xyz, 1);
- })";
- String psCode = R"(
- out vec4 fragColor;
- void main()
- {
- fragColor = vec4(0.3f, 0.9f, 0.3f, 1.0f);
- })";
- vsProgram = GpuProgramCore::create(vsCode, "main", "glsl", GPT_VERTEX_PROGRAM, GPP_VS_4_0);
- psProgram = GpuProgramCore::create(psCode, "main", "glsl", GPT_FRAGMENT_PROGRAM, GPP_FS_4_0);
- }
- PASS_DESC_CORE passDesc;
- passDesc.vertexProgram = vsProgram;
- passDesc.fragmentProgram = psProgram;
- SPtr<PassCore> newPass = PassCore::create(passDesc);
- SPtr<TechniqueCore> newTechnique = TechniqueCore::create(rsName, RendererDefault, { newPass });
- SHADER_DESC_CORE shaderDesc;
- shaderDesc.setParamBlockAttribs("PerObject", true, GPBU_DYNAMIC, RBS_PerObject);
- shaderDesc.addParameter("matWorldViewProj", "matWorldViewProj", GPDT_MATRIX_4X4, RPS_WorldViewProjTfrm);
- SPtr<ShaderCore> defaultShader = ShaderCore::create("DummyShader", shaderDesc, { newTechnique });
- return defaultShader;
- }
- }
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