| 1 | //************************************ bs::framework - Copyright 2018 Marko Pintera **************************************// |
| 2 | //*********** Licensed under the MIT license. See LICENSE.md for full terms. This notice is not to be removed. ***********// |
| 3 | #include "Renderer/BsRenderQueue.h" |
| 4 | #include "RenderAPI/BsSubMesh.h" |
| 5 | #include "Material/BsShader.h" |
| 6 | #include "Mesh/BsMesh.h" |
| 7 | #include "Material/BsMaterial.h" |
| 8 | #include "Renderer/BsRenderElement.h" |
| 9 | |
| 10 | using namespace std::placeholders; |
| 11 | |
| 12 | namespace bs { namespace ct |
| 13 | { |
| 14 | RenderQueue::RenderQueue(StateReduction mode) |
| 15 | :mStateReductionMode(mode) |
| 16 | { |
| 17 | |
| 18 | } |
| 19 | |
| 20 | void RenderQueue::clear() |
| 21 | { |
| 22 | mSortableElements.clear(); |
| 23 | mSortableElementIdx.clear(); |
| 24 | mElements.clear(); |
| 25 | |
| 26 | mSortedRenderElements.clear(); |
| 27 | } |
| 28 | |
| 29 | void RenderQueue::add(const RenderElement* element, float distFromCamera, UINT32 techniqueIdx) |
| 30 | { |
| 31 | SPtr<Material> material = element->material; |
| 32 | SPtr<Shader> shader = material->getShader(); |
| 33 | |
| 34 | UINT32 queuePriority = shader->getQueuePriority(); |
| 35 | QueueSortType sortType = shader->getQueueSortType(); |
| 36 | UINT32 shaderId = shader->getId(); |
| 37 | bool separablePasses = shader->getAllowSeparablePasses(); |
| 38 | |
| 39 | switch (sortType) |
| 40 | { |
| 41 | case QueueSortType::None: |
| 42 | distFromCamera = 0; |
| 43 | break; |
| 44 | case QueueSortType::BackToFront: |
| 45 | distFromCamera = -distFromCamera; |
| 46 | break; |
| 47 | case QueueSortType::FrontToBack: |
| 48 | break; |
| 49 | } |
| 50 | |
| 51 | UINT32 numPasses = material->getNumPasses(techniqueIdx); |
| 52 | if (!separablePasses) |
| 53 | numPasses = std::min(1U, numPasses); |
| 54 | |
| 55 | for (UINT32 i = 0; i < numPasses; i++) |
| 56 | { |
| 57 | UINT32 idx = (UINT32)mSortableElementIdx.size(); |
| 58 | mSortableElementIdx.push_back(idx); |
| 59 | |
| 60 | mSortableElements.push_back(SortableElement()); |
| 61 | SortableElement& sortableElem = mSortableElements.back(); |
| 62 | |
| 63 | sortableElem.seqIdx = idx; |
| 64 | sortableElem.priority = queuePriority; |
| 65 | sortableElem.shaderId = shaderId; |
| 66 | sortableElem.techniqueIdx = techniqueIdx; |
| 67 | sortableElem.passIdx = i; |
| 68 | sortableElem.distFromCamera = distFromCamera; |
| 69 | |
| 70 | mElements.push_back(element); |
| 71 | } |
| 72 | } |
| 73 | |
| 74 | void RenderQueue::sort() |
| 75 | { |
| 76 | std::function<bool(UINT32, UINT32, const Vector<SortableElement>&)> sortMethod; |
| 77 | |
| 78 | switch (mStateReductionMode) |
| 79 | { |
| 80 | case StateReduction::None: |
| 81 | sortMethod = &elementSorterNoGroup; |
| 82 | break; |
| 83 | case StateReduction::Material: |
| 84 | sortMethod = &elementSorterPreferGroup; |
| 85 | break; |
| 86 | case StateReduction::Distance: |
| 87 | sortMethod = &elementSorterPreferDistance; |
| 88 | break; |
| 89 | } |
| 90 | |
| 91 | // Sort only indices since we generate an entirely new data set anyway, it doesn't make sense to move sortable elements |
| 92 | std::sort(mSortableElementIdx.begin(), mSortableElementIdx.end(), std::bind(sortMethod, _1, _2, mSortableElements)); |
| 93 | |
| 94 | UINT32 prevShaderId = (UINT32)-1; |
| 95 | UINT32 prevTechniqueIdx = (UINT32)-1; |
| 96 | UINT32 prevPassIdx = (UINT32)-1; |
| 97 | for (UINT32 i = 0; i < (UINT32)mSortableElementIdx.size(); i++) |
| 98 | { |
| 99 | const UINT32 idx = mSortableElementIdx[i]; |
| 100 | const SortableElement& elem = mSortableElements[idx]; |
| 101 | const RenderElement* renderElem = mElements[idx]; |
| 102 | |
| 103 | const bool separablePasses = renderElem->material->getShader()->getAllowSeparablePasses(); |
| 104 | |
| 105 | if (separablePasses) |
| 106 | { |
| 107 | mSortedRenderElements.push_back(RenderQueueElement()); |
| 108 | |
| 109 | RenderQueueElement& sortedElem = mSortedRenderElements.back(); |
| 110 | sortedElem.renderElem = renderElem; |
| 111 | sortedElem.techniqueIdx = elem.techniqueIdx; |
| 112 | sortedElem.passIdx = elem.passIdx; |
| 113 | |
| 114 | if (prevShaderId != elem.shaderId || prevTechniqueIdx != elem.techniqueIdx || prevPassIdx != elem.passIdx) |
| 115 | { |
| 116 | sortedElem.applyPass = true; |
| 117 | prevShaderId = elem.shaderId; |
| 118 | prevTechniqueIdx = elem.techniqueIdx; |
| 119 | prevPassIdx = elem.passIdx; |
| 120 | } |
| 121 | else |
| 122 | sortedElem.applyPass = false; |
| 123 | } |
| 124 | else |
| 125 | { |
| 126 | const UINT32 numPasses = renderElem->material->getNumPasses(elem.techniqueIdx); |
| 127 | for (UINT32 j = 0; j < numPasses; j++) |
| 128 | { |
| 129 | mSortedRenderElements.push_back(RenderQueueElement()); |
| 130 | |
| 131 | RenderQueueElement& sortedElem = mSortedRenderElements.back(); |
| 132 | sortedElem.renderElem = renderElem; |
| 133 | sortedElem.techniqueIdx = elem.techniqueIdx; |
| 134 | sortedElem.passIdx = j; |
| 135 | |
| 136 | if (prevShaderId != elem.shaderId || prevTechniqueIdx != elem.techniqueIdx || prevPassIdx != j) |
| 137 | { |
| 138 | sortedElem.applyPass = true; |
| 139 | prevShaderId = elem.shaderId; |
| 140 | prevTechniqueIdx = elem.techniqueIdx; |
| 141 | prevPassIdx = j; |
| 142 | } |
| 143 | else |
| 144 | sortedElem.applyPass = false; |
| 145 | } |
| 146 | } |
| 147 | } |
| 148 | } |
| 149 | |
| 150 | bool RenderQueue::elementSorterNoGroup(UINT32 aIdx, UINT32 bIdx, const Vector<SortableElement>& lookup) |
| 151 | { |
| 152 | const SortableElement& a = lookup[aIdx]; |
| 153 | const SortableElement& b = lookup[bIdx]; |
| 154 | |
| 155 | UINT8 isHigher = (a.priority > b.priority) << 2 | |
| 156 | (a.distFromCamera < b.distFromCamera) << 1 | |
| 157 | (a.seqIdx < b.seqIdx); |
| 158 | |
| 159 | UINT8 isLower = (a.priority < b.priority) << 2 | |
| 160 | (a.distFromCamera > b.distFromCamera) << 1 | |
| 161 | (a.seqIdx > b.seqIdx); |
| 162 | |
| 163 | return isHigher > isLower; |
| 164 | } |
| 165 | |
| 166 | bool RenderQueue::elementSorterPreferGroup(UINT32 aIdx, UINT32 bIdx, const Vector<SortableElement>& lookup) |
| 167 | { |
| 168 | const SortableElement& a = lookup[aIdx]; |
| 169 | const SortableElement& b = lookup[bIdx]; |
| 170 | |
| 171 | UINT8 isHigher = (a.priority > b.priority) << 5 | |
| 172 | (a.shaderId < b.shaderId) << 4 | |
| 173 | (a.techniqueIdx < b.techniqueIdx) << 3 | |
| 174 | (a.passIdx < b.passIdx) << 2 | |
| 175 | (a.distFromCamera < b.distFromCamera) << 1 | |
| 176 | (a.seqIdx < b.seqIdx); |
| 177 | |
| 178 | UINT8 isLower = (a.priority < b.priority) << 5 | |
| 179 | (a.shaderId > b.shaderId) << 4 | |
| 180 | (a.techniqueIdx > b.techniqueIdx) << 3 | |
| 181 | (a.passIdx > b.passIdx) << 2 | |
| 182 | (a.distFromCamera > b.distFromCamera) << 1 | |
| 183 | (a.seqIdx > b.seqIdx); |
| 184 | |
| 185 | return isHigher > isLower; |
| 186 | } |
| 187 | |
| 188 | bool RenderQueue::elementSorterPreferDistance(UINT32 aIdx, UINT32 bIdx, const Vector<SortableElement>& lookup) |
| 189 | { |
| 190 | const SortableElement& a = lookup[aIdx]; |
| 191 | const SortableElement& b = lookup[bIdx]; |
| 192 | |
| 193 | UINT8 isHigher = (a.priority > b.priority) << 5 | |
| 194 | (a.distFromCamera < b.distFromCamera) << 4 | |
| 195 | (a.shaderId < b.shaderId) << 3 | |
| 196 | (a.techniqueIdx < b.techniqueIdx) << 2 | |
| 197 | (a.passIdx < b.passIdx) << 1 | |
| 198 | (a.seqIdx < b.seqIdx); |
| 199 | |
| 200 | UINT8 isLower = (a.priority < b.priority) << 5 | |
| 201 | (a.distFromCamera > b.distFromCamera) << 4 | |
| 202 | (a.shaderId > b.shaderId) << 3 | |
| 203 | (a.techniqueIdx > b.techniqueIdx) << 2 | |
| 204 | (a.passIdx > b.passIdx) << 1 | |
| 205 | (a.seqIdx > b.seqIdx); |
| 206 | |
| 207 | return isHigher > isLower; |
| 208 | } |
| 209 | |
| 210 | const Vector<RenderQueueElement>& RenderQueue::getSortedElements() const |
| 211 | { |
| 212 | return mSortedRenderElements; |
| 213 | } |
| 214 | }} |