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BsObjectRendering.cpp 3.6 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 bs { namespace ct
  15. {
  16. PerFrameParamDef gPerFrameParamDef;
  17. ObjectRenderer::ObjectRenderer()
  18. {
  19. mPerFrameParamBuffer = gPerFrameParamDef.createBuffer();
  20. }
  21. void ObjectRenderer::initElement(RendererObject& owner, BeastRenderableElement& element)
  22. {
  23. SPtr<Shader> shader = element.material->getShader();
  24. if (shader == nullptr)
  25. {
  26. element.perCameraBindingIdx = -1;
  27. element.gridParamsBindingIdx = -1;
  28. LOGWRN("Missing shader on material.");
  29. return;
  30. }
  31. // Note: Perhaps perform buffer validation to ensure expected buffer has the same size and layout as the provided
  32. // buffer, and show a warning otherwise. But this is perhaps better handled on a higher level.
  33. const Map<String, SHADER_PARAM_BLOCK_DESC>& paramBlockDescs = shader->getParamBlocks();
  34. for (auto& paramBlockDesc : paramBlockDescs)
  35. {
  36. if (paramBlockDesc.second.rendererSemantic == RBS_PerFrame)
  37. element.params->setParamBlockBuffer(paramBlockDesc.second.name, mPerFrameParamBuffer, true);
  38. else if (paramBlockDesc.second.rendererSemantic == RBS_PerObject)
  39. {
  40. element.params->setParamBlockBuffer(paramBlockDesc.second.name,
  41. owner.perObjectParamBuffer, true);
  42. }
  43. else if (paramBlockDesc.second.rendererSemantic == RBS_PerCall)
  44. {
  45. element.params->setParamBlockBuffer(paramBlockDesc.second.name,
  46. owner.perCallParamBuffer, true);
  47. }
  48. else if(paramBlockDesc.second.rendererSemantic == RBS_PerCamera)
  49. {
  50. element.perCameraBindingIdx = element.params->getParamBlockBufferIndex(paramBlockDesc.second.name);
  51. }
  52. }
  53. element.gridParamsBindingIdx = element.params->getParamBlockBufferIndex("GridParams");
  54. SPtr<GpuParams> gpuParams = element.params->getGpuParams();
  55. if (gpuParams->hasBuffer(GPT_FRAGMENT_PROGRAM, "gLights"))
  56. gpuParams->getBufferParam(GPT_FRAGMENT_PROGRAM, "gLights", element.lightsBufferParam);
  57. if(gpuParams->hasBuffer(GPT_FRAGMENT_PROGRAM, "gGridLightOffsetsAndSize"))
  58. gpuParams->getBufferParam(GPT_FRAGMENT_PROGRAM, "gGridLightOffsetsAndSize", element.gridLightOffsetsAndSizeParam);
  59. if (gpuParams->hasBuffer(GPT_FRAGMENT_PROGRAM, "gLightIndices"))
  60. gpuParams->getBufferParam(GPT_FRAGMENT_PROGRAM, "gLightIndices", element.gridLightIndicesParam);
  61. if (gpuParams->hasBuffer(GPT_FRAGMENT_PROGRAM, "gGridProbeOffsetsAndSize"))
  62. gpuParams->getBufferParam(GPT_FRAGMENT_PROGRAM, "gGridProbeOffsetsAndSize", element.gridProbeOffsetsAndSizeParam);
  63. element.imageBasedParams.populate(element.params, GPT_FRAGMENT_PROGRAM, true, true);
  64. const Map<String, SHADER_OBJECT_PARAM_DESC>& bufferDescs = shader->getBufferParams();
  65. String boneMatricesParamName;
  66. for(auto& entry : bufferDescs)
  67. {
  68. if (entry.second.rendererSemantic == RPS_BoneMatrices)
  69. boneMatricesParamName = entry.second.name;
  70. }
  71. if (!boneMatricesParamName.empty())
  72. {
  73. MaterialParamBuffer boneMatricesParam = element.material->getParamBuffer(boneMatricesParamName);
  74. boneMatricesParam.set(element.boneMatrixBuffer);
  75. }
  76. }
  77. void ObjectRenderer::setParamFrameParams(float time)
  78. {
  79. gPerFrameParamDef.gTime.set(mPerFrameParamBuffer, time);
  80. }
  81. void DefaultMaterial::_initDefines(ShaderDefines& defines)
  82. {
  83. // Do nothing
  84. }
  85. }}