#pragma once #include "BsRenderBeastPrerequisites.h" #include "BsRenderableHandler.h" #include "BsGpuParamDesc.h" #include "BsGpuParam.h" #include "BsRenderableElement.h" #include "BsRenderBeast.h" #include "BsParamBlocks.h" namespace BansheeEngine { BS_PARAM_BLOCK_BEGIN(PerFrameParamBuffer) BS_PARAM_BLOCK_ENTRY(float, gTime) BS_PARAM_BLOCK_END BS_PARAM_BLOCK_BEGIN(PerCameraParamBuffer) BS_PARAM_BLOCK_ENTRY(Vector3, gViewDir) BS_PARAM_BLOCK_ENTRY(Vector3, gViewOrigin) BS_PARAM_BLOCK_ENTRY(Matrix4, gMatViewProj) BS_PARAM_BLOCK_ENTRY(Matrix4, gMatView) BS_PARAM_BLOCK_ENTRY(Matrix4, gMatProj) BS_PARAM_BLOCK_ENTRY(Matrix4, gMatInvProj) BS_PARAM_BLOCK_ENTRY(Vector2, gDeviceZToWorldZ) BS_PARAM_BLOCK_ENTRY(Vector4, gClipToUVScaleOffset) BS_PARAM_BLOCK_END BS_PARAM_BLOCK_BEGIN(PerObjectParamBuffer) BS_PARAM_BLOCK_ENTRY(Matrix4, gMatWorldViewProj) BS_PARAM_BLOCK_ENTRY(Matrix4, gMatWorld) BS_PARAM_BLOCK_ENTRY(Matrix4, gMatInvWorld) BS_PARAM_BLOCK_ENTRY(Matrix4, gMatWorldNoScale) BS_PARAM_BLOCK_ENTRY(Matrix4, gMatInvWorldNoScale) BS_PARAM_BLOCK_ENTRY(float, gWorldDeterminantSign) BS_PARAM_BLOCK_END /** * @brief Renderable handler that manages initializing, updating and * rendering of static renderable objects. */ class BS_BSRND_EXPORT StaticRenderableHandler : public RenderableHandler { public: /** * @brief Contains lit tex renderable data unique for each object. */ struct PerObjectData { Vector perObjectBuffers; }; StaticRenderableHandler(); /** * @copydoc RenderableController::initializeRenderElem */ void initializeRenderElem(RenderableElement& element) override; /** * @copydoc RenderableController::bindPerObjectBuffers */ void bindPerObjectBuffers(const RenderableElement& element) override; /** * @brief Updates global per frame parameter buffers with new values. * To be called at the start of every frame. */ void updatePerFrameBuffers(float time); /** * @brief Updates global per frame parameter buffers with new values. * To be called at the start of rendering for every camera. */ void updatePerCameraBuffers(const CameraShaderData& cameraData); /** * @brief Updates object specific parameter buffers with new values. * To be called whenever object specific values change. */ void updatePerObjectBuffers(RenderableElement& element, const RenderableShaderData& data, const Matrix4& wvpMatrix); protected: PerFrameParamBuffer mPerFrameParams; PerCameraParamBuffer mPerCameraParams; PerObjectParamBuffer mPerObjectParams; }; }