| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102 |
- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
- #include "BsObjectRendering.h"
- #include "BsShader.h"
- #include "BsGpuParams.h"
- #include "BsRenderBeast.h"
- #include "BsMaterial.h"
- #include "BsMesh.h"
- #include "BsSkeleton.h"
- #include "BsGpuBuffer.h"
- #include "BsGpuParamsSet.h"
- #include "BsMorphShapes.h"
- #include "BsAnimationManager.h"
- namespace bs { namespace ct
- {
- PerFrameParamDef gPerFrameParamDef;
- ObjectRenderer::ObjectRenderer()
- {
- mPerFrameParamBuffer = gPerFrameParamDef.createBuffer();
- }
- void ObjectRenderer::initElement(RendererObject& owner, BeastRenderableElement& element)
- {
- SPtr<Shader> shader = element.material->getShader();
- if (shader == nullptr)
- {
- element.perCameraBindingIdx = -1;
- element.gridParamsBindingIdx = -1;
- LOGWRN("Missing shader on material.");
- return;
- }
- // Note: Perhaps perform buffer validation to ensure expected buffer has the same size and layout as the provided
- // buffer, and show a warning otherwise. But this is perhaps better handled on a higher level.
- const Map<String, SHADER_PARAM_BLOCK_DESC>& paramBlockDescs = shader->getParamBlocks();
- for (auto& paramBlockDesc : paramBlockDescs)
- {
- if (paramBlockDesc.second.rendererSemantic == RBS_PerFrame)
- element.params->setParamBlockBuffer(paramBlockDesc.second.name, mPerFrameParamBuffer, true);
- else if (paramBlockDesc.second.rendererSemantic == RBS_PerObject)
- {
- element.params->setParamBlockBuffer(paramBlockDesc.second.name,
- owner.perObjectParamBuffer, true);
- }
- else if (paramBlockDesc.second.rendererSemantic == RBS_PerCall)
- {
- element.params->setParamBlockBuffer(paramBlockDesc.second.name,
- owner.perCallParamBuffer, true);
- }
- else if(paramBlockDesc.second.rendererSemantic == RBS_PerCamera)
- {
- element.perCameraBindingIdx = element.params->getParamBlockBufferIndex(paramBlockDesc.second.name);
- }
- }
- element.gridParamsBindingIdx = element.params->getParamBlockBufferIndex("GridParams");
- SPtr<GpuParams> gpuParams = element.params->getGpuParams();
- if (gpuParams->hasBuffer(GPT_FRAGMENT_PROGRAM, "gLights"))
- gpuParams->getBufferParam(GPT_FRAGMENT_PROGRAM, "gLights", element.lightsBufferParam);
- if(gpuParams->hasBuffer(GPT_FRAGMENT_PROGRAM, "gGridLightOffsetsAndSize"))
- gpuParams->getBufferParam(GPT_FRAGMENT_PROGRAM, "gGridLightOffsetsAndSize", element.gridLightOffsetsAndSizeParam);
- if (gpuParams->hasBuffer(GPT_FRAGMENT_PROGRAM, "gLightIndices"))
- gpuParams->getBufferParam(GPT_FRAGMENT_PROGRAM, "gLightIndices", element.gridLightIndicesParam);
- if (gpuParams->hasBuffer(GPT_FRAGMENT_PROGRAM, "gGridProbeOffsetsAndSize"))
- gpuParams->getBufferParam(GPT_FRAGMENT_PROGRAM, "gGridProbeOffsetsAndSize", element.gridProbeOffsetsAndSizeParam);
- element.imageBasedParams.populate(element.params, GPT_FRAGMENT_PROGRAM, true, true);
- const Map<String, SHADER_OBJECT_PARAM_DESC>& bufferDescs = shader->getBufferParams();
- String boneMatricesParamName;
- for(auto& entry : bufferDescs)
- {
- if (entry.second.rendererSemantic == RPS_BoneMatrices)
- boneMatricesParamName = entry.second.name;
- }
-
- if (!boneMatricesParamName.empty())
- {
- MaterialParamBuffer boneMatricesParam = element.material->getParamBuffer(boneMatricesParamName);
- boneMatricesParam.set(element.boneMatrixBuffer);
- }
- }
- void ObjectRenderer::setParamFrameParams(float time)
- {
- gPerFrameParamDef.gTime.set(mPerFrameParamBuffer, time);
- }
- void DefaultMaterial::_initDefines(ShaderDefines& defines)
- {
- // Do nothing
- }
- }}
|