BsStaticRenderableHandler.h 3.0 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #pragma once
  4. #include "BsRenderBeastPrerequisites.h"
  5. #include "BsRenderableHandler.h"
  6. #include "BsGpuParamDesc.h"
  7. #include "BsGpuParam.h"
  8. #include "BsRenderableElement.h"
  9. #include "BsRenderBeast.h"
  10. #include "BsParamBlocks.h"
  11. namespace BansheeEngine
  12. {
  13. BS_PARAM_BLOCK_BEGIN(PerFrameParamBuffer)
  14. BS_PARAM_BLOCK_ENTRY(float, gTime)
  15. BS_PARAM_BLOCK_END
  16. BS_PARAM_BLOCK_BEGIN(PerCameraParamBuffer)
  17. BS_PARAM_BLOCK_ENTRY(Vector3, gViewDir)
  18. BS_PARAM_BLOCK_ENTRY(Vector3, gViewOrigin)
  19. BS_PARAM_BLOCK_ENTRY(Matrix4, gMatViewProj)
  20. BS_PARAM_BLOCK_ENTRY(Matrix4, gMatView)
  21. BS_PARAM_BLOCK_ENTRY(Matrix4, gMatProj)
  22. BS_PARAM_BLOCK_ENTRY(Matrix4, gMatInvProj)
  23. BS_PARAM_BLOCK_ENTRY(Matrix4, gMatInvViewProj)
  24. BS_PARAM_BLOCK_ENTRY(Matrix4, gMatScreenToWorld)
  25. BS_PARAM_BLOCK_ENTRY(Vector2, gDeviceZToWorldZ)
  26. BS_PARAM_BLOCK_ENTRY(Vector4, gClipToUVScaleOffset)
  27. BS_PARAM_BLOCK_END
  28. BS_PARAM_BLOCK_BEGIN(PerObjectParamBuffer)
  29. BS_PARAM_BLOCK_ENTRY(Matrix4, gMatWorldViewProj)
  30. BS_PARAM_BLOCK_ENTRY(Matrix4, gMatWorld)
  31. BS_PARAM_BLOCK_ENTRY(Matrix4, gMatInvWorld)
  32. BS_PARAM_BLOCK_ENTRY(Matrix4, gMatWorldNoScale)
  33. BS_PARAM_BLOCK_ENTRY(Matrix4, gMatInvWorldNoScale)
  34. BS_PARAM_BLOCK_ENTRY(float, gWorldDeterminantSign)
  35. BS_PARAM_BLOCK_END
  36. /** Renderable handler that manages initializing, updating and rendering of static renderable objects. */
  37. class BS_BSRND_EXPORT StaticRenderableHandler : public RenderableHandler
  38. {
  39. public:
  40. /** Contains lit tex renderable data unique for each object. */
  41. struct PerObjectData
  42. {
  43. Vector<RenderableElement::BufferBindInfo> perObjectBuffers;
  44. };
  45. StaticRenderableHandler();
  46. /** @copydoc RenderableController::initializeRenderElem */
  47. void initializeRenderElem(RenderableElement& element) override;
  48. /** @copydoc RenderableController::bindPerObjectBuffers */
  49. void bindPerObjectBuffers(const RenderableElement& element) override;
  50. /** Updates global per frame parameter buffers with new values. To be called at the start of every frame. */
  51. void updatePerFrameBuffers(float time);
  52. /**
  53. * Updates global per frame parameter buffers with new values. To be called at the start of rendering for every
  54. * camera.
  55. */
  56. void updatePerCameraBuffers(const CameraShaderData& cameraData);
  57. /**
  58. * Updates object specific parameter buffers with new values. To be called whenever object specific values change.
  59. */
  60. void updatePerObjectBuffers(RenderableElement& element, const RenderableShaderData& data, const Matrix4& wvpMatrix);
  61. /** Returns a buffer that stores per-camera parameters. */
  62. const PerCameraParamBuffer& getPerCameraParams() const { return mPerCameraParams; }
  63. protected:
  64. PerFrameParamBuffer mPerFrameParams;
  65. PerCameraParamBuffer mPerCameraParams;
  66. PerObjectParamBuffer mPerObjectParams;
  67. };
  68. }