BsObjectRendering.cpp 3.9 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "BsObjectRendering.h"
  4. #include "BsShader.h"
  5. #include "BsGpuParams.h"
  6. #include "BsRenderBeast.h"
  7. #include "BsMaterial.h"
  8. #include "BsMesh.h"
  9. #include "BsSkeleton.h"
  10. #include "BsGpuBuffer.h"
  11. #include "BsGpuParamsSet.h"
  12. #include "BsMorphShapes.h"
  13. #include "BsAnimationManager.h"
  14. namespace BansheeEngine
  15. {
  16. ObjectRenderer::ObjectRenderer()
  17. { }
  18. void ObjectRenderer::initElement(BeastRenderableElement& element)
  19. {
  20. SPtr<ShaderCore> shader = element.material->getShader();
  21. if (shader == nullptr)
  22. {
  23. LOGWRN("Missing shader on material.");
  24. return;
  25. }
  26. // Note: Perhaps perform buffer validation to ensure expected buffer has the same size and layout as the provided
  27. // buffer, and show a warning otherwise. But this is perhaps better handled on a higher level.
  28. const Map<String, SHADER_PARAM_BLOCK_DESC>& paramBlockDescs = shader->getParamBlocks();
  29. for (auto& paramBlockDesc : paramBlockDescs)
  30. {
  31. if (paramBlockDesc.second.rendererSemantic == RBS_PerFrame)
  32. element.params->setParamBlockBuffer(paramBlockDesc.second.name, mPerFrameParams.getBuffer(), true);
  33. else if (paramBlockDesc.second.rendererSemantic == RBS_PerCamera)
  34. element.params->setParamBlockBuffer(paramBlockDesc.second.name, mPerCameraParams.getBuffer(), true);
  35. else if (paramBlockDesc.second.rendererSemantic == RBS_PerObject)
  36. element.params->setParamBlockBuffer(paramBlockDesc.second.name, mPerObjectParams.getBuffer(), true);
  37. }
  38. const Map<String, SHADER_OBJECT_PARAM_DESC>& bufferDescs = shader->getBufferParams();
  39. String boneMatricesParamName;
  40. for(auto& entry : bufferDescs)
  41. {
  42. if (entry.second.rendererSemantic == RPS_BoneMatrices)
  43. boneMatricesParamName = entry.second.name;
  44. }
  45. if (!boneMatricesParamName.empty())
  46. {
  47. // Note: Bone matrices should be shared between all sub-meshes, so maybe it's better to create this buffer
  48. // on a per-Renderable basis, rather than per-element?
  49. element.boneMatricesParam = element.material->getParamBuffer(boneMatricesParamName);
  50. }
  51. }
  52. void ObjectRenderer::setParamFrameParams(float time)
  53. {
  54. mPerFrameParams.gTime.set(time);
  55. }
  56. void ObjectRenderer::setPerCameraParams(const CameraShaderData& cameraData)
  57. {
  58. mPerCameraParams.gViewDir.set(cameraData.viewDir);
  59. mPerCameraParams.gViewOrigin.set(cameraData.viewOrigin);
  60. mPerCameraParams.gMatView.set(cameraData.view);
  61. mPerCameraParams.gMatProj.set(cameraData.proj);
  62. mPerCameraParams.gMatViewProj.set(cameraData.viewProj);
  63. mPerCameraParams.gMatInvProj.set(cameraData.invProj);
  64. mPerCameraParams.gMatInvViewProj.set(cameraData.invViewProj);
  65. mPerCameraParams.gMatScreenToWorld.set(cameraData.screenToWorld);
  66. mPerCameraParams.gDeviceZToWorldZ.set(cameraData.deviceZToWorldZ);
  67. mPerCameraParams.gClipToUVScaleOffset.set(cameraData.clipToUVScaleOffset);
  68. mPerCameraParams.flushToGPU();
  69. }
  70. void ObjectRenderer::setPerObjectParams(const BeastRenderableElement& element, const RenderableShaderData& data,
  71. const Matrix4& wvpMatrix, const SPtr<GpuBufferCore>& boneMatrices)
  72. {
  73. // Note: If I kept all the values in the same structure maybe a simple memcpy directly into the constant buffer
  74. // would be better (i.e. faster)?
  75. mPerObjectParams.gMatWorld.set(data.worldTransform);
  76. mPerObjectParams.gMatInvWorld.set(data.invWorldTransform);
  77. mPerObjectParams.gMatWorldNoScale.set(data.worldNoScaleTransform);
  78. mPerObjectParams.gMatInvWorldNoScale.set(data.invWorldNoScaleTransform);
  79. mPerObjectParams.gWorldDeterminantSign.set(data.worldDeterminantSign);
  80. mPerObjectParams.gMatWorldViewProj.set(wvpMatrix);
  81. element.boneMatricesParam.set(boneMatrices);
  82. }
  83. void DefaultMaterial::_initDefines(ShaderDefines& defines)
  84. {
  85. // Do nothing
  86. }
  87. }