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<RCNodeDeferredDirectLighting>();
  82. RenderCompositor::registerNodeType<RCNodeIndirectDiffuseLighting>();
  83. RenderCompositor::registerNodeType<RCNodeDeferredIndirectSpecularLighting>();
  84. RenderCompositor::registerNodeType<RCNodeFinalResolve>();
  85. RenderCompositor::registerNodeType<RCNodeSkybox>();
  86. RenderCompositor::registerNodeType<RCNodePostProcess>();
  87. RenderCompositor::registerNodeType<RCNodeTonemapping>();
  88. RenderCompositor::registerNodeType<RCNodeGaussianDOF>();
  89. RenderCompositor::registerNodeType<RCNodeFXAA>();
  90. RenderCompositor::registerNodeType<RCNodeResolvedSceneDepth>();
  91. RenderCompositor::registerNodeType<RCNodeHiZ>();
  92. RenderCompositor::registerNodeType<RCNodeSSAO>();
  93. RenderCompositor::registerNodeType<RCNodeClusteredForward>();
  94. RenderCompositor::registerNodeType<RCNodeSSR>();
  95. RenderCompositor::registerNodeType<RCNodeMSAACoverage>();
  96. }
  97. void RenderBeast::destroyCore()
  98. {
  99. // Make sure all tasks finish first
  100. processTasks(true);
  101. if (mObjectRenderer != nullptr)
  102. bs_delete(mObjectRenderer);
  103. mScene = nullptr;
  104. RenderCompositor::cleanUp();
  105. StandardDeferred::shutDown();
  106. bs_delete(mMainViewGroup);
  107. RendererTextures::shutDown();
  108. IBLUtility::shutDown();
  109. GpuResourcePool::shutDown();
  110. RendererUtility::shutDown();
  111. }
  112. void RenderBeast::notifyRenderableAdded(Renderable* renderable)
  113. {
  114. mScene->registerRenderable(renderable);
  115. const SceneInfo& sceneInfo = mScene->getSceneInfo();
  116. RendererObject* rendererObject = sceneInfo.renderables[renderable->getRendererId()];
  117. for(auto& entry : rendererObject->elements)
  118. mObjectRenderer->initElement(*rendererObject, entry);
  119. }
  120. void RenderBeast::notifyRenderableRemoved(Renderable* renderable)
  121. {
  122. mScene->unregisterRenderable(renderable);
  123. }
  124. void RenderBeast::notifyRenderableUpdated(Renderable* renderable)
  125. {
  126. mScene->updateRenderable(renderable);
  127. }
  128. void RenderBeast::notifyLightAdded(Light* light)
  129. {
  130. mScene->registerLight(light);
  131. }
  132. void RenderBeast::notifyLightUpdated(Light* light)
  133. {
  134. mScene->updateLight(light);
  135. }
  136. void RenderBeast::notifyLightRemoved(Light* light)
  137. {
  138. mScene->unregisterLight(light);
  139. }
  140. void RenderBeast::notifyCameraAdded(Camera* camera)
  141. {
  142. mScene->registerCamera(camera);
  143. }
  144. void RenderBeast::notifyCameraUpdated(Camera* camera, UINT32 updateFlag)
  145. {
  146. mScene->updateCamera(camera, updateFlag);
  147. }
  148. void RenderBeast::notifyCameraRemoved(Camera* camera)
  149. {
  150. mScene->unregisterCamera(camera);
  151. }
  152. void RenderBeast::notifyReflectionProbeAdded(ReflectionProbe* probe)
  153. {
  154. mScene->registerReflectionProbe(probe);
  155. }
  156. void RenderBeast::notifyReflectionProbeUpdated(ReflectionProbe* probe, bool texture)
  157. {
  158. mScene->updateReflectionProbe(probe, texture);
  159. }
  160. void RenderBeast::notifyReflectionProbeRemoved(ReflectionProbe* probe)
  161. {
  162. mScene->unregisterReflectionProbe(probe);
  163. }
  164. void RenderBeast::notifyLightProbeVolumeAdded(LightProbeVolume* volume)
  165. {
  166. mScene->registerLightProbeVolume(volume);
  167. }
  168. void RenderBeast::notifyLightProbeVolumeUpdated(LightProbeVolume* volume)
  169. {
  170. mScene->updateLightProbeVolume(volume);
  171. }
  172. void RenderBeast::notifyLightProbeVolumeRemoved(LightProbeVolume* volume)
  173. {
  174. mScene->unregisterLightProbeVolume(volume);
  175. }
  176. void RenderBeast::notifySkyboxAdded(Skybox* skybox)
  177. {
  178. mScene->registerSkybox(skybox);
  179. }
  180. void RenderBeast::notifySkyboxRemoved(Skybox* skybox)
  181. {
  182. mScene->unregisterSkybox(skybox);
  183. }
  184. void RenderBeast::setOptions(const SPtr<RendererOptions>& options)
  185. {
  186. mOptions = std::static_pointer_cast<RenderBeastOptions>(options);
  187. mOptionsDirty = true;
  188. }
  189. SPtr<RendererOptions> RenderBeast::getOptions() const
  190. {
  191. return mOptions;
  192. }
  193. void RenderBeast::syncOptions(const RenderBeastOptions& options)
  194. {
  195. bool filteringChanged = mCoreOptions->filtering != options.filtering;
  196. if (options.filtering == RenderBeastFiltering::Anisotropic)
  197. filteringChanged |= mCoreOptions->anisotropyMax != options.anisotropyMax;
  198. if (filteringChanged)
  199. mScene->refreshSamplerOverrides(true);
  200. *mCoreOptions = options;
  201. mScene->setOptions(mCoreOptions);
  202. ShadowRendering& shadowRenderer = mMainViewGroup->getShadowRenderer();
  203. shadowRenderer.setShadowMapSize(mCoreOptions->shadowMapSize);
  204. }
  205. void RenderBeast::renderAll(const EvaluatedAnimationData* animData)
  206. {
  207. // Sync all dirty sim thread CoreObject data to core thread
  208. CoreObjectManager::instance().syncToCore();
  209. if (mOptionsDirty)
  210. {
  211. gCoreThread().queueCommand(std::bind(&RenderBeast::syncOptions, this, *mOptions));
  212. mOptionsDirty = false;
  213. }
  214. FrameTimings timings;
  215. timings.time = gTime().getTime();
  216. timings.timeDelta = gTime().getFrameDelta();
  217. timings.frameIdx = gTime().getFrameIdx();
  218. gCoreThread().queueCommand(std::bind(&RenderBeast::renderAllCore, this, timings, animData));
  219. }
  220. void RenderBeast::renderAllCore(FrameTimings timings, const EvaluatedAnimationData* animData)
  221. {
  222. THROW_IF_NOT_CORE_THREAD;
  223. gProfilerGPU().beginFrame();
  224. gProfilerCPU().beginSample("renderAllCore");
  225. const SceneInfo& sceneInfo = mScene->getSceneInfo();
  226. // Note: I'm iterating over all sampler states every frame. If this ends up being a performance
  227. // issue consider handling this internally in ct::Material which can only do it when sampler states
  228. // are actually modified after sync
  229. mScene->refreshSamplerOverrides();
  230. // Update global per-frame hardware buffers
  231. mObjectRenderer->setParamFrameParams(timings.time);
  232. // Retrieve animation data
  233. sceneInfo.renderableReady.resize(sceneInfo.renderables.size(), false);
  234. sceneInfo.renderableReady.assign(sceneInfo.renderables.size(), false);
  235. FrameInfo frameInfo(timings, animData);
  236. // Make sure any renderer tasks finish first, as rendering might depend on them
  237. processTasks(false);
  238. // Update reflection probe array if required
  239. updateReflProbeArray();
  240. // Gather all views
  241. for (auto& rtInfo : sceneInfo.renderTargets)
  242. {
  243. Vector<RendererView*> views;
  244. SPtr<RenderTarget> target = rtInfo.target;
  245. const Vector<Camera*>& cameras = rtInfo.cameras;
  246. UINT32 numCameras = (UINT32)cameras.size();
  247. for (UINT32 i = 0; i < numCameras; i++)
  248. {
  249. UINT32 viewIdx = sceneInfo.cameraToView.at(cameras[i]);
  250. RendererView* viewInfo = sceneInfo.views[viewIdx];
  251. views.push_back(viewInfo);
  252. }
  253. mMainViewGroup->setViews(views.data(), (UINT32)views.size());
  254. mMainViewGroup->determineVisibility(sceneInfo);
  255. // Render everything
  256. renderViews(*mMainViewGroup, frameInfo);
  257. if(rtInfo.target->getProperties().isWindow)
  258. RenderAPI::instance().swapBuffers(rtInfo.target);
  259. }
  260. gProfilerGPU().endFrame();
  261. gProfilerCPU().endSample("renderAllCore");
  262. }
  263. void RenderBeast::renderViews(RendererViewGroup& viewGroup, const FrameInfo& frameInfo)
  264. {
  265. const SceneInfo& sceneInfo = mScene->getSceneInfo();
  266. const VisibilityInfo& visibility = viewGroup.getVisibilityInfo();
  267. // Render shadow maps
  268. ShadowRendering& shadowRenderer = viewGroup.getShadowRenderer();
  269. shadowRenderer.renderShadowMaps(*mScene, viewGroup, frameInfo);
  270. // Update various buffers required by each renderable
  271. UINT32 numRenderables = (UINT32)sceneInfo.renderables.size();
  272. for (UINT32 i = 0; i < numRenderables; i++)
  273. {
  274. if (!visibility.renderables[i])
  275. continue;
  276. mScene->prepareRenderable(i, frameInfo);
  277. }
  278. UINT32 numViews = viewGroup.getNumViews();
  279. for (UINT32 i = 0; i < numViews; i++)
  280. {
  281. RendererView* view = viewGroup.getView(i);
  282. const RenderSettings& settings = view->getRenderSettings();
  283. if (settings.overlayOnly)
  284. renderOverlay(*view);
  285. else
  286. renderView(viewGroup, *view, frameInfo);
  287. }
  288. }
  289. void RenderBeast::renderView(const RendererViewGroup& viewGroup, RendererView& view, const FrameInfo& frameInfo)
  290. {
  291. gProfilerCPU().beginSample("Render");
  292. const SceneInfo& sceneInfo = mScene->getSceneInfo();
  293. auto& viewProps = view.getProperties();
  294. SPtr<GpuParamBlockBuffer> perCameraBuffer = view.getPerViewBuffer();
  295. perCameraBuffer->flushToGPU();
  296. // Make sure light probe data is up to date
  297. if(view.getRenderSettings().enableIndirectLighting)
  298. mScene->updateLightProbes();
  299. view.beginFrame();
  300. RenderCompositorNodeInputs inputs(viewGroup, view, sceneInfo, *mCoreOptions, frameInfo, mFeatureSet);
  301. // Register callbacks
  302. if (viewProps.triggerCallbacks)
  303. {
  304. for(auto& extension : mCallbacks)
  305. {
  306. RenderLocation location = extension->getLocation();
  307. switch(location)
  308. {
  309. case RenderLocation::Prepare:
  310. inputs.extPrepare.push_back(extension);
  311. break;
  312. case RenderLocation::PreBasePass:
  313. inputs.extPreBasePass.push_back(extension);
  314. break;
  315. case RenderLocation::PostBasePass:
  316. inputs.extPostBasePass.push_back(extension);
  317. break;
  318. case RenderLocation::PostLightPass:
  319. inputs.extPostLighting.push_back(extension);
  320. break;
  321. case RenderLocation::Overlay:
  322. inputs.extOverlay.push_back(extension);
  323. break;
  324. }
  325. }
  326. }
  327. const RenderCompositor& compositor = view.getCompositor();
  328. compositor.execute(inputs);
  329. view.endFrame();
  330. gProfilerCPU().endSample("Render");
  331. }
  332. void RenderBeast::renderOverlay(RendererView& view)
  333. {
  334. gProfilerCPU().beginSample("RenderOverlay");
  335. view.getPerViewBuffer()->flushToGPU();
  336. view.beginFrame();
  337. auto& viewProps = view.getProperties();
  338. const Camera* camera = view.getSceneCamera();
  339. SPtr<RenderTarget> target = viewProps.target;
  340. SPtr<Viewport> viewport = camera->getViewport();
  341. ClearFlags clearFlags = viewport->getClearFlags();
  342. UINT32 clearBuffers = 0;
  343. if (clearFlags.isSet(ClearFlagBits::Color))
  344. clearBuffers |= FBT_COLOR;
  345. if (clearFlags.isSet(ClearFlagBits::Depth))
  346. clearBuffers |= FBT_DEPTH;
  347. if (clearFlags.isSet(ClearFlagBits::Stencil))
  348. clearBuffers |= FBT_STENCIL;
  349. if (clearBuffers != 0)
  350. {
  351. RenderAPI::instance().setRenderTarget(target);
  352. RenderAPI::instance().clearViewport(clearBuffers, viewport->getClearColorValue(),
  353. viewport->getClearDepthValue(), viewport->getClearStencilValue());
  354. }
  355. else
  356. RenderAPI::instance().setRenderTarget(target, 0, RT_COLOR0);
  357. RenderAPI::instance().setViewport(viewport->getArea());
  358. // Trigger overlay callbacks
  359. auto iterRenderCallback = mCallbacks.begin();
  360. while (iterRenderCallback != mCallbacks.end())
  361. {
  362. RendererExtension* extension = *iterRenderCallback;
  363. if (extension->getLocation() != RenderLocation::Overlay)
  364. {
  365. ++iterRenderCallback;
  366. continue;
  367. }
  368. if (extension->check(*camera))
  369. extension->render(*camera);
  370. ++iterRenderCallback;
  371. }
  372. view.endFrame();
  373. gProfilerCPU().endSample("RenderOverlay");
  374. }
  375. void RenderBeast::updateReflProbeArray()
  376. {
  377. SceneInfo& sceneInfo = mScene->_getSceneInfo();
  378. UINT32 numProbes = (UINT32)sceneInfo.reflProbes.size();
  379. bs_frame_mark();
  380. {
  381. UINT32 currentCubeArraySize = 0;
  382. if(sceneInfo.reflProbeCubemapsTex != nullptr)
  383. currentCubeArraySize = sceneInfo.reflProbeCubemapsTex->getProperties().getNumArraySlices();
  384. bool forceArrayUpdate = false;
  385. if(sceneInfo.reflProbeCubemapsTex == nullptr || (currentCubeArraySize < numProbes && currentCubeArraySize != MaxReflectionCubemaps))
  386. {
  387. TEXTURE_DESC cubeMapDesc;
  388. cubeMapDesc.type = TEX_TYPE_CUBE_MAP;
  389. cubeMapDesc.format = PF_RG11B10F;
  390. cubeMapDesc.width = IBLUtility::REFLECTION_CUBEMAP_SIZE;
  391. cubeMapDesc.height = IBLUtility::REFLECTION_CUBEMAP_SIZE;
  392. cubeMapDesc.numMips = PixelUtil::getMaxMipmaps(cubeMapDesc.width, cubeMapDesc.height, 1, cubeMapDesc.format);
  393. cubeMapDesc.numArraySlices = std::min(MaxReflectionCubemaps, numProbes + 4); // Keep a few empty entries
  394. sceneInfo.reflProbeCubemapsTex = Texture::create(cubeMapDesc);
  395. forceArrayUpdate = true;
  396. }
  397. auto& cubemapArrayProps = sceneInfo.reflProbeCubemapsTex->getProperties();
  398. FrameQueue<UINT32> emptySlots;
  399. for (UINT32 i = 0; i < numProbes; i++)
  400. {
  401. const RendererReflectionProbe& probeInfo = sceneInfo.reflProbes[i];
  402. if (probeInfo.arrayIdx > MaxReflectionCubemaps)
  403. continue;
  404. if(probeInfo.arrayDirty || forceArrayUpdate)
  405. {
  406. SPtr<Texture> texture = probeInfo.probe->getFilteredTexture();
  407. if (texture == nullptr)
  408. continue;
  409. auto& srcProps = texture->getProperties();
  410. bool isValid = srcProps.getWidth() == IBLUtility::REFLECTION_CUBEMAP_SIZE &&
  411. srcProps.getHeight() == IBLUtility::REFLECTION_CUBEMAP_SIZE &&
  412. srcProps.getNumMipmaps() == cubemapArrayProps.getNumMipmaps() &&
  413. srcProps.getTextureType() == TEX_TYPE_CUBE_MAP;
  414. if(!isValid)
  415. {
  416. if (!probeInfo.errorFlagged)
  417. {
  418. String errMsg = StringUtil::format("Cubemap texture invalid to use as a reflection cubemap. "
  419. "Check texture size (must be {0}x{0}) and mip-map count",
  420. IBLUtility::REFLECTION_CUBEMAP_SIZE);
  421. LOGERR(errMsg);
  422. probeInfo.errorFlagged = true;
  423. }
  424. }
  425. else
  426. {
  427. for(UINT32 face = 0; face < 6; face++)
  428. {
  429. for(UINT32 mip = 0; mip <= srcProps.getNumMipmaps(); mip++)
  430. {
  431. TEXTURE_COPY_DESC copyDesc;
  432. copyDesc.srcFace = face;
  433. copyDesc.srcMip = mip;
  434. copyDesc.dstFace = probeInfo.arrayIdx * 6 + face;
  435. copyDesc.dstMip = mip;
  436. texture->copy(sceneInfo.reflProbeCubemapsTex, copyDesc);
  437. }
  438. }
  439. }
  440. mScene->setReflectionProbeArrayIndex(i, probeInfo.arrayIdx, true);
  441. }
  442. // Note: Consider pruning the reflection cubemap array if empty slot count becomes too high
  443. }
  444. }
  445. bs_frame_clear();
  446. }
  447. void RenderBeast::captureSceneCubeMap(const SPtr<Texture>& cubemap, const Vector3& position,
  448. const CaptureSettings& settings)
  449. {
  450. const SceneInfo& sceneInfo = mScene->getSceneInfo();
  451. auto& texProps = cubemap->getProperties();
  452. Matrix4 projTransform = Matrix4::projectionPerspective(Degree(90.0f), 1.0f, 0.05f, 1000.0f);
  453. ConvexVolume localFrustum(projTransform);
  454. RenderAPI::instance().convertProjectionMatrix(projTransform, projTransform);
  455. RENDERER_VIEW_DESC viewDesc;
  456. viewDesc.target.clearFlags = FBT_COLOR | FBT_DEPTH;
  457. viewDesc.target.clearColor = Color::Black;
  458. viewDesc.target.clearDepthValue = 1.0f;
  459. viewDesc.target.clearStencilValue = 0;
  460. viewDesc.target.nrmViewRect = Rect2(0, 0, 1.0f, 1.0f);
  461. viewDesc.target.viewRect = Rect2I(0, 0, texProps.getWidth(), texProps.getHeight());
  462. viewDesc.target.targetWidth = texProps.getWidth();
  463. viewDesc.target.targetHeight = texProps.getHeight();
  464. viewDesc.target.numSamples = 1;
  465. viewDesc.triggerCallbacks = false;
  466. viewDesc.runPostProcessing = false;
  467. viewDesc.capturingReflections = true;
  468. viewDesc.encodeDepth = settings.encodeDepth;
  469. viewDesc.depthEncodeNear = settings.depthEncodeNear;
  470. viewDesc.depthEncodeFar = settings.depthEncodeFar;
  471. viewDesc.visibleLayers = 0xFFFFFFFFFFFFFFFF;
  472. viewDesc.nearPlane = 0.5f;
  473. viewDesc.farPlane = 1000.0f;
  474. viewDesc.flipView = !RenderAPI::instance().getAPIInfo().isFlagSet(RenderAPIFeatureFlag::UVYAxisUp);
  475. viewDesc.viewOrigin = position;
  476. viewDesc.projTransform = projTransform;
  477. viewDesc.projType = PT_PERSPECTIVE;
  478. viewDesc.stateReduction = mCoreOptions->stateReductionMode;
  479. viewDesc.sceneCamera = nullptr;
  480. SPtr<RenderSettings> renderSettings = bs_shared_ptr_new<RenderSettings>();
  481. renderSettings->enableHDR = settings.hdr;
  482. renderSettings->enableShadows = true;
  483. renderSettings->enableIndirectLighting = false;
  484. renderSettings->screenSpaceReflections.enabled = false;
  485. renderSettings->ambientOcclusion.enabled = false;
  486. Matrix4 viewOffsetMat = Matrix4::translation(-position);
  487. // Note: We render upside down, then flip the image vertically, which results in a horizontal flip. The horizontal
  488. // flip is required due to the fact how cubemap faces are defined. Another option would be to change the view
  489. // orientation matrix, but that also requires a culling mode flip which is inconvenient to do globally.
  490. RendererView views[6];
  491. for(UINT32 i = 0; i < 6; i++)
  492. {
  493. // Calculate view matrix
  494. Vector3 forward;
  495. Vector3 up = Vector3::UNIT_Y;
  496. switch (i)
  497. {
  498. case CF_PositiveX:
  499. forward = -Vector3::UNIT_X;
  500. up = -Vector3::UNIT_Y;
  501. break;
  502. case CF_NegativeX:
  503. forward = Vector3::UNIT_X;
  504. up = -Vector3::UNIT_Y;
  505. break;
  506. case CF_PositiveY:
  507. forward = Vector3::UNIT_Y;
  508. up = -Vector3::UNIT_Z;
  509. break;
  510. case CF_NegativeY:
  511. forward = -Vector3::UNIT_Y;
  512. up = Vector3::UNIT_Z;
  513. break;
  514. case CF_PositiveZ:
  515. forward = -Vector3::UNIT_Z;
  516. up = -Vector3::UNIT_Y;
  517. break;
  518. case CF_NegativeZ:
  519. forward = Vector3::UNIT_Z;
  520. up = -Vector3::UNIT_Y;
  521. break;
  522. }
  523. Vector3 right = Vector3::cross(up, forward);
  524. Matrix3 viewRotationMat = Matrix3(right, up, forward);
  525. viewDesc.viewDirection = -forward;
  526. viewDesc.viewTransform = Matrix4(viewRotationMat) * viewOffsetMat;
  527. // Calculate world frustum for culling
  528. const Vector<Plane>& frustumPlanes = localFrustum.getPlanes();
  529. Matrix4 worldMatrix = viewDesc.viewTransform.transpose();
  530. Vector<Plane> worldPlanes(frustumPlanes.size());
  531. UINT32 j = 0;
  532. for (auto& plane : frustumPlanes)
  533. {
  534. worldPlanes[j] = worldMatrix.multiplyAffine(plane);
  535. j++;
  536. }
  537. viewDesc.cullFrustum = ConvexVolume(worldPlanes);
  538. // Set up face render target
  539. RENDER_TEXTURE_DESC cubeFaceRTDesc;
  540. cubeFaceRTDesc.colorSurfaces[0].texture = cubemap;
  541. cubeFaceRTDesc.colorSurfaces[0].face = i;
  542. cubeFaceRTDesc.colorSurfaces[0].numFaces = 1;
  543. viewDesc.target.target = RenderTexture::create(cubeFaceRTDesc);
  544. views[i].setView(viewDesc);
  545. views[i].setRenderSettings(renderSettings);
  546. views[i].updatePerViewBuffer();
  547. }
  548. RendererView* viewPtrs[] = { &views[0], &views[1], &views[2], &views[3], &views[4], &views[5] };
  549. RendererViewGroup viewGroup(viewPtrs, 6, mCoreOptions->shadowMapSize);
  550. viewGroup.determineVisibility(sceneInfo);
  551. FrameInfo frameInfo({ 0.0f, 1.0f / 60.0f, 0 });
  552. renderViews(viewGroup, frameInfo);
  553. // Make sure the render texture is available for reads
  554. RenderAPI::instance().setRenderTarget(nullptr);
  555. }
  556. SPtr<RenderBeast> gRenderBeast()
  557. {
  558. return std::static_pointer_cast<RenderBeast>(RendererManager::instance().getActive());
  559. }
  560. }}