BsStaticRenderableHandler.cpp 4.6 KB

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  1. #include "BsStaticRenderableHandler.h"
  2. #include "BsShader.h"
  3. #include "BsGpuParams.h"
  4. #include "BsRenderBeast.h"
  5. #include "BsMaterial.h"
  6. namespace BansheeEngine
  7. {
  8. StaticRenderableHandler::StaticRenderableHandler()
  9. { }
  10. void StaticRenderableHandler::initializeRenderElem(RenderableElement& element)
  11. {
  12. element.rendererData = PerObjectData();
  13. PerObjectData* rendererData = any_cast_unsafe<PerObjectData>(&element.rendererData);
  14. SPtr<ShaderCore> shader = element.material->getShader();
  15. if (shader == nullptr)
  16. {
  17. LOGWRN("Missing shader on material.");
  18. return;
  19. }
  20. const Map<String, SHADER_PARAM_BLOCK_DESC>& paramBlockDescs = shader->getParamBlocks();
  21. String perFrameBlockName;
  22. String perCameraBlockName;
  23. String perObjectBlockName;
  24. for (auto& paramBlockDesc : paramBlockDescs)
  25. {
  26. if (paramBlockDesc.second.rendererSemantic == RBS_PerFrame)
  27. perFrameBlockName = paramBlockDesc.second.name;
  28. else if (paramBlockDesc.second.rendererSemantic == RBS_PerCamera)
  29. perCameraBlockName = paramBlockDesc.second.name;
  30. else if (paramBlockDesc.second.rendererSemantic == RBS_PerObject)
  31. perObjectBlockName = paramBlockDesc.second.name;
  32. }
  33. UINT32 numPasses = element.material->getNumPasses();
  34. for (UINT32 i = 0; i < numPasses; i++)
  35. {
  36. SPtr<PassParametersCore> passParams = element.material->getPassParameters(i);
  37. for (UINT32 j = 0; j < PassParametersCore::NUM_PARAMS; j++)
  38. {
  39. SPtr<GpuParamsCore> gpuParams = passParams->getParamByIdx(j);
  40. if (gpuParams == nullptr)
  41. continue;
  42. const GpuParamDesc& paramsDesc = gpuParams->getParamDesc();
  43. if (perFrameBlockName != "")
  44. {
  45. auto findIter = paramsDesc.paramBlocks.find(perFrameBlockName);
  46. if (findIter != paramsDesc.paramBlocks.end())
  47. {
  48. // TODO - We only compare block sizes but not actual contents. Should I check them too?
  49. // Probably shouldn't concern myself with that here, instead check that on a higher level.
  50. if (findIter->second.blockSize == mPerFrameParams.getDesc().blockSize)
  51. {
  52. UINT32 slotIdx = findIter->second.slot;
  53. element.rendererBuffers.push_back(RenderableElement::BufferBindInfo(i, j, slotIdx, mPerFrameParams.getBuffer()));
  54. }
  55. }
  56. }
  57. if (perCameraBlockName != "")
  58. {
  59. auto findIter = paramsDesc.paramBlocks.find(perCameraBlockName);
  60. if (findIter != paramsDesc.paramBlocks.end())
  61. {
  62. if (findIter->second.blockSize == mPerCameraParams.getDesc().blockSize)
  63. {
  64. UINT32 slotIdx = findIter->second.slot;
  65. element.rendererBuffers.push_back(RenderableElement::BufferBindInfo(i, j, slotIdx, mPerCameraParams.getBuffer()));
  66. }
  67. }
  68. }
  69. if (perObjectBlockName != "")
  70. {
  71. auto findIter = paramsDesc.paramBlocks.find(perObjectBlockName);
  72. if (findIter != paramsDesc.paramBlocks.end())
  73. {
  74. if (findIter->second.blockSize == mPerObjectParams.getDesc().blockSize)
  75. {
  76. UINT32 slotIdx = findIter->second.slot;
  77. rendererData->perObjectBuffers.push_back(RenderableElement::BufferBindInfo(i, j, slotIdx, mPerObjectParams.getBuffer()));
  78. }
  79. }
  80. }
  81. }
  82. }
  83. }
  84. void StaticRenderableHandler::bindPerObjectBuffers(const RenderableElement& element)
  85. {
  86. const PerObjectData* rendererData = any_cast_unsafe<PerObjectData>(&element.rendererData);
  87. for (auto& perObjectBuffer : rendererData->perObjectBuffers)
  88. {
  89. SPtr<GpuParamsCore> params = element.material->getPassParameters(perObjectBuffer.passIdx)->getParamByIdx(perObjectBuffer.paramsIdx);
  90. params->setParamBlockBuffer(perObjectBuffer.slotIdx, perObjectBuffer.buffer);
  91. }
  92. }
  93. void StaticRenderableHandler::updatePerFrameBuffers(float time)
  94. {
  95. mPerFrameParams.gTime.set(time);
  96. }
  97. void StaticRenderableHandler::updatePerCameraBuffers(const Matrix4& vpMatrix, const Matrix4& vMatrix, const Matrix4& pMatrix, const Vector3& viewDir)
  98. {
  99. mPerCameraParams.gMatViewProj.set(vpMatrix);
  100. mPerCameraParams.gMatView.set(vMatrix);
  101. mPerCameraParams.gMatProj.set(pMatrix);
  102. mPerCameraParams.gViewDir.set(viewDir);
  103. }
  104. void StaticRenderableHandler::updatePerObjectBuffers(RenderableElement& element, const RenderableShaderData& data, const Matrix4& wvpMatrix)
  105. {
  106. // TODO - If I kept all the values in the same structure maybe a simple memcpy directly into the constant buffer would be better (i.e. faster)?
  107. mPerObjectParams.gMatWorld.set(data.worldTransform);
  108. mPerObjectParams.gMatInvWorld.set(data.invWorldTransform);
  109. mPerObjectParams.gMatWorldNoScale.set(data.worldNoScaleTransform);
  110. mPerObjectParams.gMatInvWorldNoScale.set(data.invWorldNoScaleTransform);
  111. mPerObjectParams.gWorldDeterminantSign.set(data.worldDeterminantSign);
  112. mPerObjectParams.gMatWorldViewProj.set(wvpMatrix);
  113. }
  114. }