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-rw-r--r--Runtime/Camera/RenderLoops/ReplacementRenderLoop.cpp245
1 files changed, 245 insertions, 0 deletions
diff --git a/Runtime/Camera/RenderLoops/ReplacementRenderLoop.cpp b/Runtime/Camera/RenderLoops/ReplacementRenderLoop.cpp
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+++ b/Runtime/Camera/RenderLoops/ReplacementRenderLoop.cpp
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+#include "UnityPrefix.h"
+#include "ReplacementRenderLoop.h"
+#include "Runtime/Camera/Renderqueue.h"
+#include "Runtime/Shaders/Material.h"
+#include "Runtime/Camera/BaseRenderer.h"
+#include "Runtime/Graphics/Transform.h"
+#include "Runtime/Camera/Camera.h"
+#include "External/shaderlab/Library/intshader.h"
+#include "External/shaderlab/Library/shaderlab.h"
+#include "Runtime/Shaders/Shader.h"
+#include "Runtime/Camera/RenderManager.h"
+#include "Runtime/Camera/UnityScene.h"
+#include "Runtime/GfxDevice/GfxDevice.h"
+
+
+struct RODataReplacement {
+ float distance;
+ int subshaderIndex;
+ Material* material;
+ const VisibleNode* visibleNode;
+ Shader* shader;
+ int materialIndex;
+ GlobalLayeringData globalLayeringData;
+};
+
+typedef UNITY_TEMP_VECTOR(RODataReplacement) RenderObjects;
+
+struct ROSorterReplacement {
+ bool operator()( const RODataReplacement& ra, const RODataReplacement& rb ) const;
+};
+
+
+bool ROSorterReplacement::operator()( const RODataReplacement& ra, const RODataReplacement& rb ) const
+{
+ // Sort by layering depth. //@TODO:should this be here?
+ bool globalLayeringResult;
+ if (CompareGlobalLayeringData(ra.globalLayeringData, rb.globalLayeringData, globalLayeringResult))
+ return globalLayeringResult;
+
+ // Sort by subshader index used
+ if (ra.subshaderIndex != rb.subshaderIndex)
+ return ra.subshaderIndex < rb.subshaderIndex;
+
+ // Sort front to back
+ return ra.distance > rb.distance;
+}
+
+
+static inline float EvaluateObjectDepth (const Matrix4x4f& cameraMatrix, const TransformInfo& info)
+{
+ Vector3f center = info.worldAABB.GetCenter();
+ float d = cameraMatrix.MultiplyPoint3( center ).z;
+ Assert(IsFinite(d));
+ return d;
+}
+
+
+static void PerformRenderingReplacement (Camera& camera, const Matrix4x4f& curCameraMatrix, RenderObjects& renderData)
+{
+ // Sort
+ std::sort (renderData.begin(), renderData.end(), ROSorterReplacement());
+
+
+ GfxDevice& device = GetGfxDevice();
+ size_t ndata = renderData.size();
+ device.SetViewMatrix (curCameraMatrix.GetPtr());
+
+ for( size_t i = 0; i < ndata; ++i )
+ {
+ const RODataReplacement& roData = renderData[i];
+
+ const VisibleNode* node = roData.visibleNode;
+ Assert (node);
+ BaseRenderer* renderer = node->renderer;
+ Assert (renderer);
+ Shader* shader = roData.shader;
+
+ device.SetInverseScale(1.0f);
+
+ //@TODO: if this returns true and we have any sort of batching, we'd have to break batches here
+ renderer->ApplyCustomProperties(*roData.material, shader, roData.subshaderIndex);
+
+ ShaderLab::SubShader& subshader = roData.shader->GetShaderLabShader()->GetSubShader (roData.subshaderIndex);
+ int shaderPassCount = subshader.GetValidPassCount();
+ for (int p = 0; p < shaderPassCount; ++p)
+ {
+ const ChannelAssigns* channels = roData.material->SetPassWithShader(p, shader, roData.subshaderIndex);
+ if (channels)
+ {
+ SetupObjectMatrix (node->worldMatrix, node->transformType);
+ renderer->Render( renderer->GetSubsetIndex(roData.materialIndex), *channels );
+ }
+ }
+ }
+}
+
+static void AddReplacementObject (
+ RenderObjects& renderObjects,
+ Material* mat,
+ Shader* replacementShader,
+ bool noReplacementTag,
+ int replacementTagID,
+ const VisibleNode* visibleNode,
+ float distanceForSort,
+ int materialIndex,
+ GlobalLayeringData globalLayeringData
+
+ )
+{
+ if( mat == NULL )
+ mat = Material::GetDefault();
+ Shader *shader = mat->GetShader();
+
+ // Note: do not check whether object is in geometry queue range,
+ // let shader replacement handle that. E.g. terrain billboard shaders are actually
+ // beyond geometry queue, but still can output meaningful depth/normals information.
+
+ // Handle shader replacement
+ // Given a replacement shader and tag name:
+ // 1. if tag name is empty, then all objects are just rendered with replacement shader's first subshader
+ // 2. if tag name is given:
+ // * real object's subshader is queried for tag value.
+ // * if it does not have that tag, the object is not rendered.
+ // * subshader is found in the replacement shader, that has given tag with the given value. If no subshader found, object is not rendered.
+ // * that subshader is used instead to render the object.
+ int usedSubshaderIndex;
+ if (noReplacementTag)
+ {
+ usedSubshaderIndex = 0;
+ }
+ else
+ {
+ int subshaderTypeID = shader->GetShaderLabShader()->GetTag (replacementTagID, true);
+ if (subshaderTypeID < 0)
+ return; // skip rendering
+ usedSubshaderIndex = replacementShader->GetSubShaderWithTagValue (replacementTagID, subshaderTypeID);
+ if (usedSubshaderIndex == -1)
+ return; // skip rendering
+ }
+
+ renderObjects.push_back(RODataReplacement());
+ RODataReplacement& roData = renderObjects.back();
+ roData.visibleNode = visibleNode;
+ roData.distance = distanceForSort;
+
+ DebugAssertIf( !mat );
+ roData.material = mat;
+ roData.materialIndex = materialIndex;
+
+ roData.shader = replacementShader;
+ roData.subshaderIndex = usedSubshaderIndex;
+
+ roData.globalLayeringData = globalLayeringData;
+}
+
+void RenderSceneShaderReplacement (const VisibleNodes& contents, Shader* shader, const std::string& shaderReplaceTag)
+{
+ ShaderReplaceData replaceData;
+ replaceData.replacementShader = shader;
+ replaceData.replacementTagSet = !shaderReplaceTag.empty();
+ replaceData.replacementTagID = ShaderLab::GetShaderTagID(shaderReplaceTag);
+
+ RenderSceneShaderReplacement(contents, replaceData);
+}
+
+
+void RenderSceneShaderReplacement (const VisibleNodes& contents, const ShaderReplaceData& shaderReplace)
+{
+ Assert (shaderReplace.replacementShader != NULL);
+
+ const bool noReplacementTag = !shaderReplace.replacementTagSet;
+ const int replacementTagID = shaderReplace.replacementTagID;
+ Shader* replacementShader = shaderReplace.replacementShader;
+ Camera& camera = GetRenderManager().GetCurrentCamera();
+ Matrix4x4f curCameraMatrix = camera.GetWorldToCameraMatrix();
+
+ RenderObjects renderObjects;
+ renderObjects.reserve (contents.size()/4);
+
+ // Go over the objects
+ for( VisibleNodes::const_iterator i = contents.begin(); i != contents.end(); ++i )
+ {
+ float distanceForSort = EvaluateObjectDepth (curCameraMatrix, *i);
+
+ const BaseRenderer* renderer = i->renderer;
+
+ int matCount = renderer->GetMaterialCount();
+ for (int mi = 0; mi < matCount; ++mi)
+ {
+ Material* mat = renderer->GetMaterial(mi);
+ AddReplacementObject (
+ renderObjects,
+ mat,
+ replacementShader,
+ noReplacementTag,
+ replacementTagID,
+ &*i,
+ distanceForSort,
+ mi,
+ renderer->GetGlobalLayeringData()
+ );
+ }
+ }
+
+ // Render
+ PerformRenderingReplacement (camera, curCameraMatrix, renderObjects);
+}
+
+void RenderSceneShaderReplacement (const RenderObjectDataContainer& contents, Shader* replacementShader, const std::string& replacementTag)
+{
+ Assert (replacementShader);
+
+ const bool noReplacementTag = replacementTag.empty();
+ const int replacementTagID = ShaderLab::GetShaderTagID(replacementTag);
+
+ Camera& camera = GetRenderManager().GetCurrentCamera();
+ Matrix4x4f curCameraMatrix = camera.GetWorldToCameraMatrix();
+
+ RenderObjects renderObjects;
+ renderObjects.reserve (contents.size()/4);
+
+ // Go over the objects
+ for (RenderObjectDataContainer::const_iterator i = contents.begin(); i != contents.end(); ++i)
+ {
+ const RenderObjectData& ro = *i;
+ const BaseRenderer* renderer = ro.visibleNode->renderer;
+ Assert (renderer);
+ Material* mat = renderer->GetMaterial(ro.sourceMaterialIndex);
+ AddReplacementObject (
+ renderObjects,
+ mat,
+ replacementShader,
+ noReplacementTag,
+ replacementTagID,
+ ro.visibleNode,
+ ro.distance,
+ ro.sourceMaterialIndex,
+ renderer->GetGlobalLayeringData()
+ );
+ }
+
+ // Render
+ PerformRenderingReplacement (camera, curCameraMatrix, renderObjects);
+}
+