BsBansheeLitTexRenderableController.cpp 13 KB

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  1. #include "BsBansheeLitTexRenderableController.h"
  2. #include "BsShader.h"
  3. #include "BsGpuParams.h"
  4. #include "BsBansheeRenderer.h"
  5. #include "BsHardwareBufferManager.h"
  6. #include "BsGpuParamBlockBuffer.h"
  7. #include "BsTechnique.h"
  8. #include "BsPass.h"
  9. #include "BsMaterial.h"
  10. #include "BsRenderAPI.h"
  11. namespace BansheeEngine
  12. {
  13. LitTexRenderableController::LitTexRenderableController()
  14. {
  15. defaultShader = createDefaultShader();
  16. SPtr<TechniqueCore> defaultTechnique = defaultShader->getBestTechnique();
  17. SPtr<PassCore> defaultPass = defaultTechnique->getPass(0);
  18. GpuParamDescPtr vertParamDesc = defaultPass->getVertexProgram()->getParamDesc();
  19. GpuParamDescPtr fragParamDesc = defaultPass->getFragmentProgram()->getParamDesc();
  20. GpuParamDescPtr staticParamsDesc = bs_shared_ptr<GpuParamDesc>();
  21. GpuParamDescPtr perFrameParamsDesc = bs_shared_ptr<GpuParamDesc>();
  22. GpuParamDescPtr perObjectParamsDesc = bs_shared_ptr<GpuParamDesc>();
  23. bool foundLightDir = false;
  24. bool foundTime = false;
  25. bool foundWVP = false;
  26. bool foundStatic = false;
  27. bool foundPerFrame = false;
  28. bool foundPerObject = false;
  29. const Map<String, SHADER_DATA_PARAM_DESC>& dataParams = defaultShader->getDataParams();
  30. for (auto& param : dataParams)
  31. {
  32. if (!foundLightDir && param.second.rendererSemantic == RPS_LightDir)
  33. {
  34. auto iterFind = fragParamDesc->params.find(param.second.gpuVariableName);
  35. if (iterFind == fragParamDesc->params.end())
  36. continue;
  37. lightDirParamDesc = iterFind->second;
  38. staticParamsDesc->params[iterFind->first] = iterFind->second;
  39. foundLightDir = true;
  40. }
  41. else if (!foundTime && param.second.rendererSemantic == RPS_Time)
  42. {
  43. auto iterFind = vertParamDesc->params.find(param.second.gpuVariableName);
  44. if (iterFind == vertParamDesc->params.end())
  45. continue;
  46. timeParamDesc = iterFind->second;
  47. perFrameParamsDesc->params[iterFind->first] = iterFind->second;
  48. foundTime = true;
  49. }
  50. else if (!foundWVP && param.second.rendererSemantic == RPS_WorldViewProjTfrm)
  51. {
  52. auto iterFind = vertParamDesc->params.find(param.second.gpuVariableName);
  53. if (iterFind == vertParamDesc->params.end())
  54. continue;
  55. wvpParamDesc = iterFind->second;
  56. perObjectParamsDesc->params[iterFind->first] = iterFind->second;
  57. foundWVP = true;
  58. }
  59. }
  60. const Map<String, SHADER_PARAM_BLOCK_DESC>& paramBlocks = defaultShader->getParamBlocks();
  61. for (auto& block : paramBlocks)
  62. {
  63. if (!foundStatic && block.second.rendererSemantic == RBS_Static)
  64. {
  65. auto iterFind = fragParamDesc->paramBlocks.find(block.second.name);
  66. if (iterFind == fragParamDesc->paramBlocks.end())
  67. continue;
  68. staticParamBlockDesc = iterFind->second;
  69. staticParamsDesc->paramBlocks[iterFind->first] = iterFind->second;
  70. foundStatic = true;
  71. }
  72. else if (!foundPerFrame && block.second.rendererSemantic == RBS_PerFrame)
  73. {
  74. auto iterFind = vertParamDesc->paramBlocks.find(block.second.name);
  75. if (iterFind == vertParamDesc->paramBlocks.end())
  76. continue;
  77. perFrameParamBlockDesc = iterFind->second;
  78. perFrameParamsDesc->paramBlocks[iterFind->first] = iterFind->second;
  79. foundPerFrame = true;
  80. }
  81. else if (!foundPerObject && block.second.rendererSemantic == RBS_PerObject)
  82. {
  83. auto iterFind = vertParamDesc->paramBlocks.find(block.second.name);
  84. if (iterFind == vertParamDesc->paramBlocks.end())
  85. continue;
  86. perObjectParamBlockDesc = iterFind->second;
  87. perObjectParamsDesc->paramBlocks[iterFind->first] = iterFind->second;
  88. foundPerObject = true;
  89. }
  90. }
  91. if (!foundLightDir || !foundTime || !foundWVP || !foundStatic || !foundPerFrame || !foundPerObject)
  92. BS_EXCEPT(InternalErrorException, "Invalid default shader.");
  93. // Create global GPU param buffers and get parameter handles
  94. staticParams = GpuParamsCore::create(staticParamsDesc, false);
  95. perFrameParams = GpuParamsCore::create(perFrameParamsDesc, false);
  96. staticParamBuffer = HardwareBufferCoreManager::instance().createGpuParamBlockBuffer(staticParamBlockDesc.blockSize * sizeof(UINT32));
  97. perFrameParamBuffer = HardwareBufferCoreManager::instance().createGpuParamBlockBuffer(perFrameParamBlockDesc.blockSize * sizeof(UINT32));
  98. staticParams->setParamBlockBuffer(staticParamBlockDesc.slot, staticParamBuffer);
  99. perFrameParams->setParamBlockBuffer(perFrameParamBlockDesc.slot, perFrameParamBuffer);
  100. staticParams->getParam(lightDirParamDesc.name, lightDirParam);
  101. perFrameParams->getParam(timeParamDesc.name, timeParam);
  102. lightDirParam.set(Vector4(0.707f, 0.707f, 0.707f, 0.0f));
  103. }
  104. void LitTexRenderableController::initializeRenderElem(RenderableElement& element)
  105. {
  106. static auto paramsMatch = [](const GpuParamDataDesc& a, const GpuParamDataDesc& b)
  107. {
  108. return a.gpuMemOffset == b.gpuMemOffset && a.elementSize == b.elementSize &&
  109. a.arraySize == b.arraySize && a.arrayElementStride == b.arrayElementStride;
  110. };
  111. element.rendererData = PerObjectData();
  112. PerObjectData* rendererData = any_cast_unsafe<PerObjectData>(&element.rendererData);
  113. SPtr<ShaderCore> shader = element.material->getShader();
  114. if (shader == nullptr)
  115. {
  116. LOGWRN("Missing shader on material.");
  117. return;
  118. }
  119. const Map<String, SHADER_PARAM_BLOCK_DESC>& paramBlockDescs = shader->getParamBlocks();
  120. const Map<String, SHADER_DATA_PARAM_DESC>& dataParamDescs = shader->getDataParams();
  121. String staticBlockName;
  122. String perFrameBlockName;
  123. String perObjectBlockName;
  124. String wvpParamName;
  125. for (auto& paramBlockDesc : paramBlockDescs)
  126. {
  127. if (paramBlockDesc.second.rendererSemantic == RBS_Static)
  128. staticBlockName = paramBlockDesc.second.name;
  129. else if(paramBlockDesc.second.rendererSemantic == RBS_PerFrame)
  130. perFrameBlockName = paramBlockDesc.second.name;
  131. else if (paramBlockDesc.second.rendererSemantic == RBS_PerObject)
  132. perObjectBlockName = paramBlockDesc.second.name;
  133. }
  134. for (auto& paramDesc : dataParamDescs)
  135. {
  136. if (paramDesc.second.rendererSemantic == RPS_WorldViewProjTfrm)
  137. wvpParamName = paramDesc.second.gpuVariableName;
  138. }
  139. UINT32 numPasses = element.material->getNumPasses();
  140. for (UINT32 i = 0; i < numPasses; i++)
  141. {
  142. SPtr<PassParametersCore> passParams = element.material->getPassParameters(i);
  143. for (UINT32 j = 0; j < passParams->getNumParams(); j++)
  144. {
  145. SPtr<GpuParamsCore> gpuParams = passParams->getParamByIdx(j);
  146. if (gpuParams == nullptr)
  147. continue;
  148. const GpuParamDesc& paramsDesc = gpuParams->getParamDesc();
  149. if (staticBlockName != "")
  150. {
  151. auto findIter = paramsDesc.paramBlocks.find(staticBlockName);
  152. if (findIter != paramsDesc.paramBlocks.end())
  153. {
  154. // TODO - We only compare block sizes but not actual contents. Should I check them too?
  155. // Probably shouldn't concern myself with that here, instead check that on a higher level.
  156. if (findIter->second.blockSize == staticParamBlockDesc.blockSize)
  157. {
  158. UINT32 slotIdx = findIter->second.slot;
  159. element.rendererBuffers.push_back(RenderableElement::BufferBindInfo(i, j, slotIdx, staticParamBuffer));
  160. }
  161. }
  162. }
  163. if (perFrameBlockName != "")
  164. {
  165. auto findIter = paramsDesc.paramBlocks.find(perFrameBlockName);
  166. if (findIter != paramsDesc.paramBlocks.end())
  167. {
  168. if (findIter->second.blockSize == perFrameParamBlockDesc.blockSize)
  169. {
  170. UINT32 slotIdx = findIter->second.slot;
  171. element.rendererBuffers.push_back(RenderableElement::BufferBindInfo(i, j, slotIdx, perFrameParamBuffer));
  172. }
  173. }
  174. }
  175. if (perObjectBlockName != "")
  176. {
  177. auto findIter = paramsDesc.paramBlocks.find(perObjectBlockName);
  178. if (findIter != paramsDesc.paramBlocks.end())
  179. {
  180. if (findIter->second.blockSize == perObjectParamBlockDesc.blockSize)
  181. {
  182. if (rendererData->perObjectParamBuffer == nullptr)
  183. rendererData->perObjectParamBuffer = HardwareBufferCoreManager::instance().createGpuParamBlockBuffer(perObjectParamBlockDesc.blockSize * sizeof(UINT32));
  184. rendererData->perObjectBuffers.push_back(RenderableElement::BufferBindInfo(i, j, findIter->second.slot, rendererData->perObjectParamBuffer));
  185. if (!rendererData->hasWVPParam && wvpParamName != "")
  186. {
  187. auto findIter2 = paramsDesc.params.find(wvpParamName);
  188. if (findIter2 != paramsDesc.params.end())
  189. {
  190. if (paramsMatch(findIter2->second, wvpParamDesc))
  191. {
  192. gpuParams->getParam(wvpParamName, rendererData->wvpParam);
  193. rendererData->hasWVPParam = true;
  194. }
  195. }
  196. }
  197. }
  198. }
  199. }
  200. }
  201. }
  202. bindGlobalBuffers(element);
  203. }
  204. void LitTexRenderableController::bindPerObjectBuffers(const RenderableElement& element)
  205. {
  206. const PerObjectData* rendererData = any_cast_unsafe<PerObjectData>(&element.rendererData);
  207. for (auto& perObjectBuffer : rendererData->perObjectBuffers)
  208. {
  209. SPtr<GpuParamsCore> params = element.material->getPassParameters(perObjectBuffer.passIdx)->getParamByIdx(perObjectBuffer.paramsIdx);
  210. params->setParamBlockBuffer(perObjectBuffer.slotIdx, rendererData->perObjectParamBuffer);
  211. }
  212. }
  213. void LitTexRenderableController::updateGlobalBuffers(float time)
  214. {
  215. timeParam.set(time);
  216. staticParams->updateHardwareBuffers();
  217. perFrameParams->updateHardwareBuffers();
  218. }
  219. void LitTexRenderableController::updatePerObjectBuffers(RenderableElement& element, const Matrix4& wvpMatrix)
  220. {
  221. PerObjectData* rendererData = any_cast_unsafe<PerObjectData>(&element.rendererData);
  222. if (rendererData->hasWVPParam)
  223. rendererData->wvpParam.set(wvpMatrix);
  224. if (rendererData->perObjectParamBuffer != nullptr)
  225. rendererData->perObjectParamBuffer->flushToGPU();
  226. }
  227. SPtr<ShaderCore> LitTexRenderableController::createDefaultShader()
  228. {
  229. StringID rsName = RenderAPICore::instance().getName();
  230. SPtr<GpuProgramCore> vsProgram;
  231. SPtr<GpuProgramCore> psProgram;
  232. if (rsName == RenderAPIDX11)
  233. {
  234. String vsCode = R"(
  235. cbuffer PerFrame
  236. {
  237. float time;
  238. }
  239. cbuffer PerObject
  240. {
  241. float4x4 matWorldViewProj;
  242. }
  243. void vs_main(in float3 inPos : POSITION,
  244. out float4 oPosition : SV_Position)
  245. {
  246. oPosition = mul(matWorldViewProj, float4(inPos.xyz + float3(sin(time), 0, 0), 1));
  247. })";
  248. String psCode = R"(
  249. cbuffer Static
  250. {
  251. float4 lightDir;
  252. }
  253. float4 ps_main() : SV_Target
  254. {
  255. return dot(lightDir, float4(0.5f, 0.5f, 0.5f, 0.5f));
  256. })";
  257. vsProgram = GpuProgramCore::create(vsCode, "vs_main", "hlsl", GPT_VERTEX_PROGRAM, GPP_VS_4_0);
  258. psProgram = GpuProgramCore::create(psCode, "ps_main", "hlsl", GPT_FRAGMENT_PROGRAM, GPP_FS_4_0);
  259. }
  260. else if (rsName == RenderAPIDX9)
  261. {
  262. String vsCode = R"(
  263. BS_PARAM_BLOCK PerFrame { time }
  264. BS_PARAM_BLOCK PerObject { matWorldViewProj }
  265. float time;
  266. float4x4 matWorldViewProj;
  267. void vs_main(in float3 inPos : POSITION,
  268. out float4 oPosition : POSITION)
  269. {
  270. oPosition = mul(matWorldViewProj, float4(inPos.xyz + float3(sin(time), 0, 0), 1));
  271. })";
  272. String psCode = R"(
  273. BS_PARAM_BLOCK Static { lightDir }
  274. float4 lightDir;
  275. float4 ps_main() : COLOR0
  276. {
  277. return dot(lightDir, float4(0.5f, 0.5f, 0.5f, 0.5f));
  278. })";
  279. vsProgram = GpuProgramCore::create(vsCode, "vs_main", "hlsl9", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
  280. psProgram = GpuProgramCore::create(psCode, "ps_main", "hlsl9", GPT_FRAGMENT_PROGRAM, GPP_FS_2_0);
  281. }
  282. else if (rsName == RenderAPIOpenGL)
  283. {
  284. String vsCode = R"(
  285. uniform PerFrame
  286. {
  287. float time;
  288. };
  289. uniform PerObject
  290. {
  291. mat4 matWorldViewProj;
  292. };
  293. in vec3 bs_position;
  294. out gl_PerVertex
  295. {
  296. vec4 gl_Position;
  297. };
  298. void main()
  299. {
  300. gl_Position = matWorldViewProj * vec4(bs_position.xyz + vec3(sin(time), 0, 0), 1);
  301. })";
  302. String psCode = R"(
  303. uniform Static
  304. {
  305. vec4 lightDir;
  306. };
  307. out vec4 fragColor;
  308. void main()
  309. {
  310. fragColor = lightDir * vec4(0.5f, 0.5f, 0.5f, 0.5f);
  311. })";
  312. vsProgram = GpuProgramCore::create(vsCode, "main", "glsl", GPT_VERTEX_PROGRAM, GPP_VS_4_0);
  313. psProgram = GpuProgramCore::create(psCode, "main", "glsl", GPT_FRAGMENT_PROGRAM, GPP_FS_4_0);
  314. }
  315. PASS_DESC_CORE passDesc;
  316. passDesc.vertexProgram = vsProgram;
  317. passDesc.fragmentProgram = psProgram;
  318. SPtr<PassCore> newPass = PassCore::create(passDesc);
  319. SPtr<TechniqueCore> newTechnique = TechniqueCore::create(rsName, RendererDefault, { newPass });
  320. SHADER_DESC_CORE shaderDesc;
  321. shaderDesc.setParamBlockAttribs("Static", true, GPBU_DYNAMIC, RBS_Static);
  322. shaderDesc.setParamBlockAttribs("PerFrame", true, GPBU_DYNAMIC, RBS_PerFrame);
  323. shaderDesc.setParamBlockAttribs("PerObject", true, GPBU_DYNAMIC, RBS_PerObject);
  324. shaderDesc.addParameter("lightDir", "lightDir", GPDT_FLOAT4, RPS_LightDir);
  325. shaderDesc.addParameter("time", "time", GPDT_FLOAT1, RPS_Time);
  326. shaderDesc.addParameter("matWorldViewProj", "matWorldViewProj", GPDT_MATRIX_4X4, RPS_WorldViewProjTfrm);
  327. SPtr<ShaderCore> defaultShader = ShaderCore::create("LitTexDefault", shaderDesc, { newTechnique });
  328. return defaultShader;
  329. }
  330. }