BsRenderBeast.cpp 25 KB

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  1. #include "BsRenderBeast.h"
  2. #include "BsCCamera.h"
  3. #include "BsSceneObject.h"
  4. #include "BsSceneManager.h"
  5. #include "BsCRenderable.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 "BsGUIManager.h"
  18. #include "BsCoreThread.h"
  19. #include "BsGpuParams.h"
  20. #include "BsProfilerCPU.h"
  21. #include "BsShader.h"
  22. #include "BsTechnique.h"
  23. #include "BsHardwareBufferManager.h"
  24. #include "BsGpuParamBlockBuffer.h"
  25. #include "BsShader.h"
  26. #include "BsStaticRenderableHandler.h"
  27. #include "BsTime.h"
  28. #include "BsRenderableElement.h"
  29. #include "BsFrameAlloc.h"
  30. #include "BsCoreObjectManager.h"
  31. #include "BsRenderBeastOptions.h"
  32. #include "BsSamplerOverrides.h"
  33. #include "BsLight.h"
  34. #include "BsRenderTexturePool.h"
  35. using namespace std::placeholders;
  36. namespace BansheeEngine
  37. {
  38. RenderBeast::RenderBeast()
  39. :mOptions(bs_shared_ptr_new<RenderBeastOptions>()), mOptionsDirty(true), mStaticHandler(nullptr)
  40. {
  41. }
  42. const StringID& RenderBeast::getName() const
  43. {
  44. static StringID name = "RenderBeast";
  45. return name;
  46. }
  47. void RenderBeast::_onActivated()
  48. {
  49. CoreRenderer::_onActivated();
  50. gCoreAccessor().queueCommand(std::bind(&RenderBeast::initializeCore, this));
  51. }
  52. void RenderBeast::_onDeactivated()
  53. {
  54. CoreRenderer::_onDeactivated();
  55. gCoreAccessor().queueCommand(std::bind(&RenderBeast::destroyCore, this));
  56. gCoreAccessor().submitToCoreThread(true);
  57. }
  58. void RenderBeast::initializeCore()
  59. {
  60. mCoreOptions = bs_shared_ptr_new<RenderBeastOptions>();
  61. mStaticHandler = bs_new<StaticRenderableHandler>();
  62. RenderTexturePool::startUp();
  63. SPtr<ShaderCore> shader = createDefaultShader();
  64. mDummyMaterial = MaterialCore::create(shader);
  65. }
  66. void RenderBeast::destroyCore()
  67. {
  68. if (mStaticHandler != nullptr)
  69. bs_delete(mStaticHandler);
  70. mRenderTargets.clear();
  71. mCameraData.clear();
  72. mRenderables.clear();
  73. RenderTexturePool::shutDown();
  74. assert(mSamplerOverrides.empty());
  75. mDummyMaterial = nullptr;
  76. }
  77. void RenderBeast::_notifyRenderableAdded(RenderableCore* renderable)
  78. {
  79. UINT32 renderableId = (UINT32)mRenderables.size();
  80. renderable->setRendererId(renderableId);
  81. mRenderables.push_back(RenderableData());
  82. mWorldTransforms.push_back(renderable->getTransform());
  83. mWorldBounds.push_back(renderable->getBounds());
  84. RenderableData& renderableData = mRenderables.back();
  85. renderableData.renderable = renderable;
  86. if (renderable->getRenderableType() == RenType_LitTextured)
  87. renderableData.controller = mStaticHandler;
  88. else
  89. renderableData.controller = nullptr;
  90. SPtr<MeshCore> mesh = renderable->getMesh();
  91. if (mesh != nullptr)
  92. {
  93. const MeshProperties& meshProps = mesh->getProperties();
  94. for (UINT32 i = 0; i < meshProps.getNumSubMeshes(); i++)
  95. {
  96. renderableData.elements.push_back(BeastRenderableElement());
  97. BeastRenderableElement& renElement = renderableData.elements.back();
  98. renElement.mesh = mesh;
  99. renElement.subMesh = meshProps.getSubMesh(i);
  100. renElement.renderableId = renderableId;
  101. renElement.material = renderable->getMaterial(i);
  102. if (renElement.material == nullptr)
  103. renElement.material = renderable->getMaterial(0);
  104. if (renElement.material == nullptr)
  105. renElement.material = mDummyMaterial;
  106. auto iterFind = mSamplerOverrides.find(renElement.material);
  107. if (iterFind != mSamplerOverrides.end())
  108. {
  109. renElement.samplerOverrides = iterFind->second;
  110. iterFind->second->refCount++;
  111. }
  112. else
  113. {
  114. MaterialSamplerOverrides* samplerOverrides = SamplerOverrideUtility::generateSamplerOverrides(renElement.material, mCoreOptions);
  115. mSamplerOverrides[renElement.material] = samplerOverrides;
  116. renElement.samplerOverrides = samplerOverrides;
  117. samplerOverrides->refCount++;
  118. }
  119. if (renderableData.controller != nullptr)
  120. renderableData.controller->initializeRenderElem(renElement);
  121. }
  122. }
  123. }
  124. void RenderBeast::_notifyRenderableRemoved(RenderableCore* renderable)
  125. {
  126. UINT32 renderableId = renderable->getRendererId();
  127. RenderableCore* lastRenerable = mRenderables.back().renderable;
  128. UINT32 lastRenderableId = lastRenerable->getRendererId();
  129. Vector<BeastRenderableElement>& elements = mRenderables[renderableId].elements;
  130. for (auto& element : elements)
  131. {
  132. auto iterFind = mSamplerOverrides.find(element.material);
  133. assert(iterFind != mSamplerOverrides.end());
  134. MaterialSamplerOverrides* samplerOverrides = iterFind->second;
  135. samplerOverrides->refCount--;
  136. if (samplerOverrides->refCount == 0)
  137. {
  138. SamplerOverrideUtility::destroySamplerOverrides(samplerOverrides);
  139. mSamplerOverrides.erase(iterFind);
  140. }
  141. element.samplerOverrides = nullptr;
  142. }
  143. if (renderableId != lastRenderableId)
  144. {
  145. // Swap current last element with the one we want to erase
  146. std::swap(mRenderables[renderableId], mRenderables[lastRenderableId]);
  147. std::swap(mWorldBounds[renderableId], mWorldBounds[lastRenderableId]);
  148. std::swap(mWorldTransforms[renderableId], mWorldTransforms[lastRenderableId]);
  149. lastRenerable->setRendererId(renderableId);
  150. Vector<BeastRenderableElement>& lastRenderableElements = mRenderables[renderableId].elements;
  151. for (auto& element : elements)
  152. element.renderableId = renderableId;
  153. }
  154. // Last element is the one we want to erase
  155. mRenderables.erase(mRenderables.end() - 1);
  156. mWorldBounds.erase(mWorldBounds.end() - 1);
  157. mWorldTransforms.erase(mWorldTransforms.end() - 1);
  158. }
  159. void RenderBeast::_notifyRenderableUpdated(RenderableCore* renderable)
  160. {
  161. UINT32 renderableId = renderable->getRendererId();
  162. mWorldTransforms[renderableId] = renderable->getTransform();
  163. mWorldBounds[renderableId] = renderable->getBounds();
  164. }
  165. void RenderBeast::_notifyLightAdded(LightCore* light)
  166. {
  167. UINT32 lightId = (UINT32)mLights.size();
  168. light->setRendererId(lightId);
  169. mLights.push_back(LightData());
  170. mLightWorldBounds.push_back(light->getBounds());
  171. LightData& lightData = mLights.back();
  172. lightData.internal = light;
  173. }
  174. void RenderBeast::_notifyLightUpdated(LightCore* light)
  175. {
  176. UINT32 lightId = light->getRendererId();
  177. mLightWorldBounds[lightId] = light->getBounds();
  178. }
  179. void RenderBeast::_notifyLightRemoved(LightCore* light)
  180. {
  181. UINT32 lightId = light->getRendererId();
  182. LightCore* lastLight = mLights.back().internal;
  183. UINT32 lastLightId = lastLight->getRendererId();
  184. if (lightId != lastLightId)
  185. {
  186. // Swap current last element with the one we want to erase
  187. std::swap(mLights[lightId], mLights[lastLightId]);
  188. std::swap(mLightWorldBounds[lightId], mLightWorldBounds[lastLightId]);
  189. lastLight->setRendererId(lightId);
  190. }
  191. // Last element is the one we want to erase
  192. mLights.erase(mLights.end() - 1);
  193. mLightWorldBounds.erase(mLightWorldBounds.end() - 1);
  194. }
  195. void RenderBeast::_notifyCameraAdded(const CameraCore* camera)
  196. {
  197. CameraData& camData = mCameraData[camera];
  198. camData.opaqueQueue = bs_shared_ptr_new<RenderQueue>(mCoreOptions->stateReductionMode);
  199. StateReduction transparentStateReduction = mCoreOptions->stateReductionMode;
  200. if (transparentStateReduction == StateReduction::Material)
  201. transparentStateReduction = StateReduction::Distance; // Transparent object MUST be sorted by distance
  202. camData.transparentQueue = bs_shared_ptr_new<RenderQueue>(transparentStateReduction);
  203. }
  204. void RenderBeast::_notifyCameraRemoved(const CameraCore* camera)
  205. {
  206. mCameraData.erase(camera);
  207. }
  208. void RenderBeast::setOptions(const SPtr<CoreRendererOptions>& options)
  209. {
  210. mOptions = std::static_pointer_cast<RenderBeastOptions>(options);
  211. mOptionsDirty = true;
  212. }
  213. SPtr<CoreRendererOptions> RenderBeast::getOptions() const
  214. {
  215. return mOptions;
  216. }
  217. void RenderBeast::renderAll()
  218. {
  219. // Sync all dirty sim thread CoreObject data to core thread
  220. CoreObjectManager::instance().syncToCore(gCoreAccessor());
  221. if (mOptionsDirty)
  222. {
  223. gCoreAccessor().queueCommand(std::bind(&RenderBeast::syncRenderOptions, this, *mOptions));
  224. mOptionsDirty = false;
  225. }
  226. gCoreAccessor().queueCommand(std::bind(&RenderBeast::renderAllCore, this, gTime().getTime()));
  227. }
  228. void RenderBeast::syncRenderOptions(const RenderBeastOptions& options)
  229. {
  230. bool filteringChanged = mCoreOptions->filtering != options.filtering;
  231. if (options.filtering == RenderBeastFiltering::Anisotropic)
  232. filteringChanged |= mCoreOptions->anisotropyMax != options.anisotropyMax;
  233. if (filteringChanged)
  234. refreshSamplerOverrides(true);
  235. *mCoreOptions = options;
  236. for (auto& cameraData : mCameraData)
  237. {
  238. cameraData.second.opaqueQueue->setStateReduction(mCoreOptions->stateReductionMode);
  239. StateReduction transparentStateReduction = mCoreOptions->stateReductionMode;
  240. if (transparentStateReduction == StateReduction::Material)
  241. transparentStateReduction = StateReduction::Distance; // Transparent object MUST be sorted by distance
  242. cameraData.second.transparentQueue->setStateReduction(transparentStateReduction);
  243. }
  244. }
  245. void RenderBeast::renderAllCore(float time)
  246. {
  247. THROW_IF_NOT_CORE_THREAD;
  248. // Note: I'm iterating over all sampler states every frame. If this ends up being a performance
  249. // issue consider handling this internally in MaterialCore which can only do it when sampler states
  250. // are actually modified after sync
  251. refreshSamplerOverrides();
  252. // Update global per-frame hardware buffers
  253. mStaticHandler->updatePerFrameBuffers(time);
  254. // Sort cameras by render target
  255. for (auto& cameraData : mCameraData)
  256. {
  257. const CameraCore* camera = cameraData.first;
  258. SPtr<RenderTargetCore> renderTarget = camera->getViewport()->getTarget();
  259. if (renderTarget == nullptr)
  260. continue;
  261. auto findIter = std::find_if(mRenderTargets.begin(), mRenderTargets.end(), [&](const RenderTargetData& x) { return x.target == renderTarget; });
  262. if (findIter != mRenderTargets.end())
  263. {
  264. findIter->cameras.push_back(camera);
  265. }
  266. else
  267. {
  268. mRenderTargets.push_back(RenderTargetData());
  269. RenderTargetData& renderTargetData = mRenderTargets.back();
  270. renderTargetData.target = renderTarget;
  271. renderTargetData.cameras.push_back(camera);
  272. }
  273. }
  274. // Sort everything based on priority
  275. auto cameraComparer = [&](const CameraCore* a, const CameraCore* b) { return a->getPriority() > b->getPriority(); };
  276. auto renderTargetInfoComparer = [&](const RenderTargetData& a, const RenderTargetData& b)
  277. { return a.target->getProperties().getPriority() > b.target->getProperties().getPriority(); };
  278. std::sort(begin(mRenderTargets), end(mRenderTargets), renderTargetInfoComparer);
  279. for (auto& camerasPerTarget : mRenderTargets)
  280. {
  281. Vector<const CameraCore*>& cameras = camerasPerTarget.cameras;
  282. std::sort(begin(cameras), end(cameras), cameraComparer);
  283. }
  284. // Generate render queues per camera
  285. for (auto& cameraData : mCameraData)
  286. {
  287. const CameraCore* camera = cameraData.first;
  288. determineVisible(*camera);
  289. }
  290. // Render everything, target by target
  291. for (auto& renderTargetData : mRenderTargets)
  292. {
  293. SPtr<RenderTargetCore> target = renderTargetData.target;
  294. Vector<const CameraCore*>& cameras = renderTargetData.cameras;
  295. RenderAPICore::instance().beginFrame();
  296. RenderAPICore::instance().setRenderTarget(target);
  297. for(auto& camera : cameras)
  298. {
  299. SPtr<ViewportCore> viewport = camera->getViewport();
  300. RenderAPICore::instance().setViewport(viewport->getNormArea());
  301. UINT32 clearBuffers = 0;
  302. if(viewport->getRequiresColorClear())
  303. clearBuffers |= FBT_COLOR;
  304. if(viewport->getRequiresDepthClear())
  305. clearBuffers |= FBT_DEPTH;
  306. if(viewport->getRequiresStencilClear())
  307. clearBuffers |= FBT_STENCIL;
  308. if(clearBuffers != 0)
  309. RenderAPICore::instance().clearViewport(clearBuffers, viewport->getClearColor(), viewport->getClearDepthValue(), viewport->getClearStencilValue());
  310. render(*camera);
  311. }
  312. RenderAPICore::instance().endFrame();
  313. RenderAPICore::instance().swapBuffers(target);
  314. }
  315. mRenderTargets.clear();
  316. }
  317. void RenderBeast::determineVisible(const CameraCore& camera)
  318. {
  319. CameraData& cameraData = mCameraData[&camera];
  320. UINT64 cameraLayers = camera.getLayers();
  321. ConvexVolume worldFrustum = camera.getWorldFrustum();
  322. // Update per-object param buffers and queue render elements
  323. for (auto& renderableData : mRenderables)
  324. {
  325. RenderableCore* renderable = renderableData.renderable;
  326. RenderableHandler* controller = renderableData.controller;
  327. UINT32 renderableType = renderable->getRenderableType();
  328. UINT32 rendererId = renderable->getRendererId();
  329. if ((renderable->getLayer() & cameraLayers) == 0)
  330. continue;
  331. // Do frustum culling
  332. // TODO - This is bound to be a bottleneck at some point. When it is ensure that intersect
  333. // methods use vector operations, as it is trivial to update them.
  334. const Sphere& boundingSphere = mWorldBounds[rendererId].getSphere();
  335. if (worldFrustum.intersects(boundingSphere))
  336. {
  337. // More precise with the box
  338. const AABox& boundingBox = mWorldBounds[rendererId].getBox();
  339. if (worldFrustum.intersects(boundingBox))
  340. {
  341. float distanceToCamera = (camera.getPosition() - boundingBox.getCenter()).length();
  342. for (auto& renderElem : renderableData.elements)
  343. {
  344. bool isTransparent = (renderElem.material->getShader()->getFlags() & (UINT32)ShaderFlags::Transparent) != 0;
  345. if (isTransparent)
  346. cameraData.transparentQueue->add(&renderElem, distanceToCamera);
  347. else
  348. cameraData.opaqueQueue->add(&renderElem, distanceToCamera);
  349. }
  350. }
  351. }
  352. }
  353. cameraData.opaqueQueue->sort();
  354. cameraData.transparentQueue->sort();
  355. }
  356. void RenderBeast::render(const CameraCore& camera)
  357. {
  358. THROW_IF_NOT_CORE_THREAD;
  359. RenderAPICore& rs = RenderAPICore::instance();
  360. CameraData& cameraData = mCameraData[&camera];
  361. Matrix4 projMatrixCstm = camera.getProjectionMatrixRS();
  362. Matrix4 viewMatrixCstm = camera.getViewMatrix();
  363. Matrix4 viewProjMatrix = projMatrixCstm * viewMatrixCstm;
  364. // Trigger pre-render callbacks
  365. auto iterCameraCallbacks = mRenderCallbacks.find(&camera);
  366. if (iterCameraCallbacks != mRenderCallbacks.end())
  367. {
  368. for (auto& callbackPair : iterCameraCallbacks->second)
  369. {
  370. if (callbackPair.first >= 0)
  371. break;
  372. callbackPair.second();
  373. }
  374. }
  375. // Render opaque
  376. //// Update global per-frame hardware buffers
  377. mStaticHandler->updatePerCameraBuffers(camera.getForward());
  378. const Vector<RenderQueueElement>& opaqueElements = cameraData.opaqueQueue->getSortedElements();
  379. for(auto iter = opaqueElements.begin(); iter != opaqueElements.end(); ++iter)
  380. {
  381. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  382. SPtr<MaterialCore> material = renderElem->material;
  383. UINT32 rendererId = renderElem->renderableId;
  384. Matrix4 worldViewProjMatrix = viewProjMatrix * mWorldTransforms[rendererId];
  385. mStaticHandler->updatePerObjectBuffers(*renderElem, worldViewProjMatrix);
  386. mStaticHandler->bindGlobalBuffers(*renderElem); // Note: If I can keep global buffer slot indexes the same between shaders I could only bind these once
  387. mStaticHandler->bindPerObjectBuffers(*renderElem);
  388. if (iter->applyPass)
  389. {
  390. SPtr<PassCore> pass = material->getPass(iter->passIdx);
  391. setPass(pass);
  392. }
  393. {
  394. SPtr<PassParametersCore> passParams = material->getPassParameters(iter->passIdx);
  395. if (renderElem->samplerOverrides != nullptr)
  396. setPassParams(passParams, &renderElem->samplerOverrides->passes[iter->passIdx]);
  397. else
  398. setPassParams(passParams, nullptr);
  399. }
  400. draw(iter->renderElem->mesh, iter->renderElem->subMesh);
  401. }
  402. // Render transparent
  403. const Vector<RenderQueueElement>& transparentElements = cameraData.transparentQueue->getSortedElements();
  404. for (auto iter = transparentElements.begin(); iter != transparentElements.end(); ++iter)
  405. {
  406. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  407. SPtr<MaterialCore> material = renderElem->material;
  408. UINT32 rendererId = renderElem->renderableId;
  409. Matrix4 worldViewProjMatrix = viewProjMatrix * mWorldTransforms[rendererId];
  410. mStaticHandler->updatePerObjectBuffers(*renderElem, worldViewProjMatrix);
  411. mStaticHandler->bindGlobalBuffers(*renderElem); // Note: If I can keep global buffer slot indexes the same between shaders I could only bind these once
  412. mStaticHandler->bindPerObjectBuffers(*renderElem);
  413. if (iter->applyPass)
  414. {
  415. SPtr<PassCore> pass = material->getPass(iter->passIdx);
  416. setPass(pass);
  417. }
  418. {
  419. SPtr<PassParametersCore> passParams = material->getPassParameters(iter->passIdx);
  420. if (renderElem->samplerOverrides != nullptr)
  421. setPassParams(passParams, &renderElem->samplerOverrides->passes[iter->passIdx]);
  422. else
  423. setPassParams(passParams, nullptr);
  424. }
  425. draw(iter->renderElem->mesh, iter->renderElem->subMesh);
  426. }
  427. cameraData.opaqueQueue->clear();
  428. cameraData.transparentQueue->clear();
  429. // Trigger post-render callbacks
  430. if (iterCameraCallbacks != mRenderCallbacks.end())
  431. {
  432. for (auto& callbackPair : iterCameraCallbacks->second)
  433. {
  434. if (callbackPair.first < 0)
  435. continue;
  436. callbackPair.second();
  437. }
  438. }
  439. }
  440. void RenderBeast::refreshSamplerOverrides(bool force)
  441. {
  442. for (auto& entry : mSamplerOverrides)
  443. {
  444. SPtr<MaterialCore> material = entry.first;
  445. if (force)
  446. {
  447. SamplerOverrideUtility::destroySamplerOverrides(entry.second);
  448. entry.second = SamplerOverrideUtility::generateSamplerOverrides(material, mCoreOptions);
  449. }
  450. else
  451. {
  452. MaterialSamplerOverrides* materialOverrides = entry.second;
  453. UINT32 numPasses = material->getNumPasses();
  454. assert(numPasses == materialOverrides->numPasses);
  455. for (UINT32 i = 0; i < numPasses; i++)
  456. {
  457. SPtr<PassParametersCore> passParams = material->getPassParameters(i);
  458. PassSamplerOverrides& passOverrides = materialOverrides->passes[i];
  459. for (UINT32 j = 0; j < PassParametersCore::NUM_PARAMS; j++)
  460. {
  461. StageSamplerOverrides& stageOverrides = passOverrides.stages[j];
  462. SPtr<GpuParamsCore> params = passParams->getParamByIdx(j);
  463. if (params == nullptr)
  464. continue;
  465. const GpuParamDesc& paramDesc = params->getParamDesc();
  466. for (auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  467. {
  468. UINT32 slot = iter->second.slot;
  469. SPtr<SamplerStateCore> samplerState = params->getSamplerState(slot);
  470. assert(stageOverrides.numStates > slot);
  471. if (samplerState != stageOverrides.stateOverrides[slot])
  472. {
  473. if (samplerState != nullptr)
  474. stageOverrides.stateOverrides[slot] = SamplerOverrideUtility::generateSamplerOverride(samplerState, mCoreOptions);
  475. else
  476. stageOverrides.stateOverrides[slot] = SamplerOverrideUtility::generateSamplerOverride(SamplerStateCore::getDefault(), mCoreOptions);;
  477. }
  478. }
  479. }
  480. }
  481. }
  482. }
  483. }
  484. void RenderBeast::setPass(const SPtr<PassCore>& pass)
  485. {
  486. THROW_IF_NOT_CORE_THREAD;
  487. RenderAPICore& rs = RenderAPICore::instance();
  488. struct StageData
  489. {
  490. GpuProgramType type;
  491. bool enable;
  492. SPtr<GpuProgramCore> program;
  493. };
  494. const UINT32 numStages = 6;
  495. StageData stages[numStages] =
  496. {
  497. { GPT_VERTEX_PROGRAM, pass->hasVertexProgram(), pass->getVertexProgram() },
  498. { GPT_FRAGMENT_PROGRAM, pass->hasFragmentProgram(), pass->getFragmentProgram() },
  499. { GPT_GEOMETRY_PROGRAM, pass->hasGeometryProgram(), pass->getGeometryProgram() },
  500. { GPT_HULL_PROGRAM, pass->hasHullProgram(), pass->getHullProgram() },
  501. { GPT_DOMAIN_PROGRAM, pass->hasDomainProgram(), pass->getDomainProgram() },
  502. { GPT_COMPUTE_PROGRAM, pass->hasComputeProgram(), pass->getComputeProgram() }
  503. };
  504. for (UINT32 i = 0; i < numStages; i++)
  505. {
  506. const StageData& stage = stages[i];
  507. if (stage.enable)
  508. rs.bindGpuProgram(stage.program);
  509. else
  510. rs.unbindGpuProgram(stage.type);
  511. }
  512. // Set up non-texture related pass settings
  513. if (pass->getBlendState() != nullptr)
  514. rs.setBlendState(pass->getBlendState());
  515. else
  516. rs.setBlendState(BlendStateCore::getDefault());
  517. if (pass->getDepthStencilState() != nullptr)
  518. rs.setDepthStencilState(pass->getDepthStencilState(), pass->getStencilRefValue());
  519. else
  520. rs.setDepthStencilState(DepthStencilStateCore::getDefault(), pass->getStencilRefValue());
  521. if (pass->getRasterizerState() != nullptr)
  522. rs.setRasterizerState(pass->getRasterizerState());
  523. else
  524. rs.setRasterizerState(RasterizerStateCore::getDefault());
  525. }
  526. void RenderBeast::setPassParams(const SPtr<PassParametersCore>& passParams, const PassSamplerOverrides* samplerOverrides)
  527. {
  528. THROW_IF_NOT_CORE_THREAD;
  529. RenderAPICore& rs = RenderAPICore::instance();
  530. struct StageData
  531. {
  532. GpuProgramType type;
  533. SPtr<GpuParamsCore> params;
  534. };
  535. const UINT32 numStages = 6;
  536. StageData stages[numStages] =
  537. {
  538. { GPT_VERTEX_PROGRAM, passParams->mVertParams },
  539. { GPT_FRAGMENT_PROGRAM, passParams->mFragParams },
  540. { GPT_GEOMETRY_PROGRAM, passParams->mGeomParams },
  541. { GPT_HULL_PROGRAM, passParams->mHullParams },
  542. { GPT_DOMAIN_PROGRAM, passParams->mDomainParams },
  543. { GPT_COMPUTE_PROGRAM, passParams->mComputeParams }
  544. };
  545. for (UINT32 i = 0; i < numStages; i++)
  546. {
  547. const StageData& stage = stages[i];
  548. SPtr<GpuParamsCore> params = stage.params;
  549. if (params == nullptr)
  550. continue;
  551. const GpuParamDesc& paramDesc = params->getParamDesc();
  552. for (auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  553. {
  554. SPtr<SamplerStateCore> samplerState;
  555. if (samplerOverrides != nullptr)
  556. samplerState = samplerOverrides->stages[i].stateOverrides[iter->second.slot];
  557. else
  558. samplerState = params->getSamplerState(iter->second.slot);
  559. if (samplerState == nullptr)
  560. rs.setSamplerState(stage.type, iter->second.slot, SamplerStateCore::getDefault());
  561. else
  562. rs.setSamplerState(stage.type, iter->second.slot, samplerState);
  563. }
  564. for (auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
  565. {
  566. SPtr<TextureCore> texture = params->getTexture(iter->second.slot);
  567. if (!params->isLoadStoreTexture(iter->second.slot))
  568. {
  569. if (texture == nullptr)
  570. rs.setTexture(stage.type, iter->second.slot, false, nullptr);
  571. else
  572. rs.setTexture(stage.type, iter->second.slot, true, texture);
  573. }
  574. else
  575. {
  576. const TextureSurface& surface = params->getLoadStoreSurface(iter->second.slot);
  577. if (texture == nullptr)
  578. rs.setLoadStoreTexture(stage.type, iter->second.slot, false, nullptr, surface);
  579. else
  580. rs.setLoadStoreTexture(stage.type, iter->second.slot, true, texture, surface);
  581. }
  582. }
  583. rs.setConstantBuffers(stage.type, params);
  584. }
  585. }
  586. SPtr<ShaderCore> RenderBeast::createDefaultShader()
  587. {
  588. StringID rsName = RenderAPICore::instance().getName();
  589. SPtr<GpuProgramCore> vsProgram;
  590. SPtr<GpuProgramCore> psProgram;
  591. if (rsName == RenderAPIDX11)
  592. {
  593. String vsCode = R"(
  594. cbuffer PerObject
  595. {
  596. float4x4 matWorldViewProj;
  597. }
  598. void vs_main(
  599. in float3 inPos : POSITION,
  600. out float4 oPosition : SV_Position)
  601. {
  602. oPosition = mul(matWorldViewProj, float4(inPos.xyz, 1));
  603. })";
  604. String psCode = R"(
  605. float4 ps_main() : SV_Target
  606. {
  607. return float4(0.3f, 0.9f, 0.3f, 1.0f);
  608. })";
  609. vsProgram = GpuProgramCore::create(vsCode, "vs_main", "hlsl", GPT_VERTEX_PROGRAM, GPP_VS_4_0);
  610. psProgram = GpuProgramCore::create(psCode, "ps_main", "hlsl", GPT_FRAGMENT_PROGRAM, GPP_FS_4_0);
  611. }
  612. else if (rsName == RenderAPIDX9)
  613. {
  614. String vsCode = R"(
  615. BS_PARAM_BLOCK PerObject { matWorldViewProj }
  616. float4x4 matWorldViewProj;
  617. void vs_main(
  618. in float3 inPos : POSITION,
  619. out float4 oPosition : POSITION)
  620. {
  621. oPosition = mul(matWorldViewProj, float4(inPos.xyz, 1));
  622. })";
  623. String psCode = R"(
  624. float4 ps_main() : COLOR0
  625. {
  626. return float4(0.3f, 0.9f, 0.3f, 1.0f);
  627. })";
  628. vsProgram = GpuProgramCore::create(vsCode, "vs_main", "hlsl9", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
  629. psProgram = GpuProgramCore::create(psCode, "ps_main", "hlsl9", GPT_FRAGMENT_PROGRAM, GPP_FS_2_0);
  630. }
  631. else if (rsName == RenderAPIOpenGL)
  632. {
  633. String vsCode = R"(
  634. uniform PerObject
  635. {
  636. mat4 matWorldViewProj;
  637. };
  638. in vec3 bs_position;
  639. out gl_PerVertex
  640. {
  641. vec4 gl_Position;
  642. };
  643. void main()
  644. {
  645. gl_Position = matWorldViewProj * vec4(bs_position.xyz, 1);
  646. })";
  647. String psCode = R"(
  648. out vec4 fragColor;
  649. void main()
  650. {
  651. fragColor = vec4(0.3f, 0.9f, 0.3f, 1.0f);
  652. })";
  653. vsProgram = GpuProgramCore::create(vsCode, "main", "glsl", GPT_VERTEX_PROGRAM, GPP_VS_4_0);
  654. psProgram = GpuProgramCore::create(psCode, "main", "glsl", GPT_FRAGMENT_PROGRAM, GPP_FS_4_0);
  655. }
  656. PASS_DESC_CORE passDesc;
  657. passDesc.vertexProgram = vsProgram;
  658. passDesc.fragmentProgram = psProgram;
  659. SPtr<PassCore> newPass = PassCore::create(passDesc);
  660. SPtr<TechniqueCore> newTechnique = TechniqueCore::create(rsName, RendererDefault, { newPass });
  661. SHADER_DESC_CORE shaderDesc;
  662. shaderDesc.setParamBlockAttribs("PerObject", true, GPBU_DYNAMIC, RBS_PerObject);
  663. shaderDesc.addParameter("matWorldViewProj", "matWorldViewProj", GPDT_MATRIX_4X4, RPS_WorldViewProjTfrm);
  664. SPtr<ShaderCore> defaultShader = ShaderCore::create("DummyShader", shaderDesc, { newTechnique });
  665. return defaultShader;
  666. }
  667. }