#pragma once #include "BsRenderBeastPrerequisites.h" #include "BsRenderableHandler.h" #include "BsGpuParamDesc.h" #include "BsGpuParam.h" #include "BsRenderableElement.h" namespace BansheeEngine { /** * @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 { GpuParamMat4Core wvpParam; 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 Vector3& viewDir); /** * @brief Updates object specific parameter buffers with new values. * To be called whenever object specific values change. */ void updatePerObjectBuffers(RenderableElement& element, const Matrix4& wvpMatrix); protected: /** * @brief Creates a new default shader used for lit textured renderables. * It is used for matching custom shaders and determining if they * comply with lit textured renderable requirements. */ SPtr createDefaultShader(); SPtr defaultShader; GpuParamBlockDesc staticParamBlockDesc; GpuParamBlockDesc perFrameParamBlockDesc; GpuParamBlockDesc perCameraParamBlockDesc; GpuParamBlockDesc perObjectParamBlockDesc; GpuParamDataDesc timeParamDesc; GpuParamDataDesc lightDirParamDesc; GpuParamDataDesc wvpParamDesc; GpuParamDataDesc viewDirParamDesc; SPtr staticParamBuffer; SPtr perFrameParamBuffer; SPtr perCameraParamBuffer; SPtr perObjectParamBuffer; SPtr staticParams; SPtr perFrameParams; SPtr perCameraParams; GpuParamVec4Core lightDirParam; GpuParamVec3Core viewDirParam; GpuParamFloatCore timeParam; }; }