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. const Map<String, SHADER_PARAM_BLOCK_DESC>& paramBlockDescs = shader->getParamBlocks();
  115. const Map<String, SHADER_DATA_PARAM_DESC>& dataParamDescs = shader->getDataParams();
  116. String staticBlockName;
  117. String perFrameBlockName;
  118. String perObjectBlockName;
  119. String wvpParamName;
  120. for (auto& paramBlockDesc : paramBlockDescs)
  121. {
  122. switch (paramBlockDesc.second.rendererSemantic)
  123. {
  124. case RBS_Static:
  125. staticBlockName = paramBlockDesc.second.name;
  126. break;
  127. case RBS_PerFrame:
  128. perFrameBlockName = paramBlockDesc.second.name;
  129. break;
  130. case RBS_PerObject:
  131. perObjectBlockName = paramBlockDesc.second.name;
  132. break;
  133. }
  134. }
  135. for (auto& paramDesc : dataParamDescs)
  136. {
  137. if (paramDesc.second.rendererSemantic == RPS_WorldViewProjTfrm)
  138. wvpParamName = paramDesc.second.gpuVariableName;
  139. }
  140. UINT32 numPasses = element.material->getNumPasses();
  141. for (UINT32 i = 0; i < numPasses; i++)
  142. {
  143. SPtr<PassParametersCore> passParams = element.material->getPassParameters(i);
  144. for (UINT32 j = 0; j < passParams->getNumParams(); j++)
  145. {
  146. SPtr<GpuParamsCore> gpuParams = passParams->getParamByIdx(j);
  147. if (gpuParams == nullptr)
  148. continue;
  149. const GpuParamDesc& paramsDesc = gpuParams->getParamDesc();
  150. if (staticBlockName != "")
  151. {
  152. auto findIter = paramsDesc.paramBlocks.find(staticBlockName);
  153. if (findIter != paramsDesc.paramBlocks.end())
  154. {
  155. // TODO - We only compare block sizes but not actual contents. Should I check them too?
  156. // Probably shouldn't concern myself with that here, instead check that on a higher level.
  157. if (findIter->second.blockSize == staticParamBlockDesc.blockSize)
  158. {
  159. UINT32 slotIdx = findIter->second.slot;
  160. element.rendererBuffers.push_back(RenderableElement::BufferBindInfo(i, j, slotIdx, staticParamBuffer));
  161. }
  162. }
  163. }
  164. if (perFrameBlockName != "")
  165. {
  166. auto findIter = paramsDesc.paramBlocks.find(perFrameBlockName);
  167. if (findIter != paramsDesc.paramBlocks.end())
  168. {
  169. if (findIter->second.blockSize == perFrameParamBlockDesc.blockSize)
  170. {
  171. UINT32 slotIdx = findIter->second.slot;
  172. element.rendererBuffers.push_back(RenderableElement::BufferBindInfo(i, j, slotIdx, perFrameParamBuffer));
  173. }
  174. }
  175. }
  176. if (perObjectBlockName != "")
  177. {
  178. auto findIter = paramsDesc.paramBlocks.find(perObjectBlockName);
  179. if (findIter != paramsDesc.paramBlocks.end())
  180. {
  181. if (findIter->second.blockSize == perObjectParamBlockDesc.blockSize)
  182. {
  183. if (rendererData->perObjectParamBuffer == nullptr)
  184. rendererData->perObjectParamBuffer = HardwareBufferCoreManager::instance().createGpuParamBlockBuffer(perObjectParamBlockDesc.blockSize * sizeof(UINT32));
  185. rendererData->perObjectBuffers.push_back(RenderableElement::BufferBindInfo(i, j, findIter->second.slot, rendererData->perObjectParamBuffer));
  186. if (!rendererData->hasWVPParam && wvpParamName != "")
  187. {
  188. auto findIter2 = paramsDesc.params.find(wvpParamName);
  189. if (findIter2 != paramsDesc.params.end())
  190. {
  191. if (paramsMatch(findIter2->second, wvpParamDesc))
  192. {
  193. gpuParams->getParam(wvpParamName, rendererData->wvpParam);
  194. rendererData->hasWVPParam = true;
  195. }
  196. }
  197. }
  198. }
  199. }
  200. }
  201. }
  202. }
  203. bindGlobalBuffers(element);
  204. }
  205. void LitTexRenderableController::bindPerObjectBuffers(const RenderableElement& element)
  206. {
  207. const PerObjectData* rendererData = any_cast_unsafe<PerObjectData>(&element.rendererData);
  208. for (auto& perObjectBuffer : rendererData->perObjectBuffers)
  209. {
  210. SPtr<GpuParamsCore> params = element.material->getPassParameters(perObjectBuffer.passIdx)->getParamByIdx(perObjectBuffer.paramsIdx);
  211. params->setParamBlockBuffer(perObjectBuffer.slotIdx, rendererData->perObjectParamBuffer);
  212. }
  213. }
  214. void LitTexRenderableController::updateGlobalBuffers(float time)
  215. {
  216. timeParam.set(time);
  217. staticParams->updateHardwareBuffers();
  218. perFrameParams->updateHardwareBuffers();
  219. }
  220. void LitTexRenderableController::updatePerObjectBuffers(RenderableElement& element, const Matrix4& wvpMatrix)
  221. {
  222. PerObjectData* rendererData = any_cast_unsafe<PerObjectData>(&element.rendererData);
  223. if (rendererData->hasWVPParam)
  224. rendererData->wvpParam.set(wvpMatrix);
  225. if (rendererData->perObjectParamBuffer != nullptr)
  226. rendererData->perObjectParamBuffer->flushToGPU();
  227. }
  228. SPtr<ShaderCore> LitTexRenderableController::createDefaultShader()
  229. {
  230. String rsName = RenderAPICore::instance().getName();
  231. SPtr<GpuProgramCore> vsProgram;
  232. SPtr<GpuProgramCore> psProgram;
  233. if (rsName == RenderAPIDX11)
  234. {
  235. String vsCode = R"(
  236. cbuffer PerFrame
  237. {
  238. float time;
  239. }
  240. cbuffer PerObject
  241. {
  242. float4x4 matWorldViewProj;
  243. }
  244. void vs_main(in float3 inPos : POSITION,
  245. out float4 oPosition : SV_Position)
  246. {
  247. oPosition = mul(matWorldViewProj, float4(inPos.xyz + float3(sin(time), 0, 0), 1));
  248. })";
  249. String psCode = R"(
  250. cbuffer Static
  251. {
  252. float4 lightDir;
  253. }
  254. float4 ps_main() : SV_Target
  255. {
  256. return dot(lightDir, float4(0.5f, 0.5f, 0.5f, 0.5f));
  257. })";
  258. vsProgram = GpuProgramCore::create(vsCode, "vs_main", "hlsl", GPT_VERTEX_PROGRAM, GPP_VS_4_0);
  259. psProgram = GpuProgramCore::create(psCode, "ps_main", "hlsl", GPT_FRAGMENT_PROGRAM, GPP_FS_4_0);
  260. }
  261. else if (rsName == RenderAPIDX9)
  262. {
  263. String vsCode = R"(
  264. BS_PARAM_BLOCK PerFrame { time }
  265. BS_PARAM_BLOCK PerObject { matWorldViewProj }
  266. float time;
  267. float4x4 matWorldViewProj;
  268. void vs_main(in float3 inPos : POSITION,
  269. out float4 oPosition : POSITION)
  270. {
  271. oPosition = mul(matWorldViewProj, float4(inPos.xyz + float3(sin(time), 0, 0), 1));
  272. })";
  273. String psCode = R"(
  274. BS_PARAM_BLOCK Static { lightDir }
  275. float4 lightDir;
  276. float4 ps_main() : COLOR0
  277. {
  278. return dot(lightDir, float4(0.5f, 0.5f, 0.5f, 0.5f));
  279. })";
  280. vsProgram = GpuProgramCore::create(vsCode, "vs_main", "hlsl", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
  281. psProgram = GpuProgramCore::create(psCode, "ps_main", "hlsl", GPT_FRAGMENT_PROGRAM, GPP_FS_2_0);
  282. }
  283. else if (rsName == RenderAPIOpenGL)
  284. {
  285. String vsCode = R"(#version 400
  286. uniform PerFrame
  287. {
  288. float time;
  289. };
  290. uniform PerObject
  291. {
  292. mat4 matWorldViewProj;
  293. };
  294. in vec3 bs_position;
  295. void main()
  296. {
  297. gl_Position = matWorldViewProj * vec4(bs_position.xyz + vec3(sin(time), 0, 0), 1);
  298. })";
  299. String psCode = R"(#version 400
  300. uniform Static
  301. {
  302. vec4 lightDir;
  303. };
  304. out vec4 fragColor;
  305. void main()
  306. {
  307. fragColor = lightDir * vec4(0.5f, 0.5f, 0.5f, 0.5f);
  308. })";
  309. vsProgram = GpuProgramCore::create(vsCode, "main", "glsl", GPT_VERTEX_PROGRAM, GPP_VS_4_0);
  310. psProgram = GpuProgramCore::create(psCode, "main", "glsl", GPT_FRAGMENT_PROGRAM, GPP_FS_4_0);
  311. }
  312. PASS_DESC_CORE passDesc;
  313. passDesc.vertexProgram = vsProgram;
  314. passDesc.fragmentProgram = psProgram;
  315. SPtr<PassCore> newPass = PassCore::create(passDesc);
  316. SPtr<TechniqueCore> newTechnique = TechniqueCore::create(rsName, RendererDefault, { newPass });
  317. SHADER_DESC shaderDesc;
  318. shaderDesc.setParamBlockAttribs("Static", true, GPBU_DYNAMIC, RBS_Static);
  319. shaderDesc.setParamBlockAttribs("PerFrame", true, GPBU_DYNAMIC, RBS_PerFrame);
  320. shaderDesc.setParamBlockAttribs("PerObject", true, GPBU_DYNAMIC, RBS_PerObject);
  321. shaderDesc.addParameter("lightDir", "lightDir", GPDT_FLOAT4, RPS_LightDir);
  322. shaderDesc.addParameter("time", "time", GPDT_FLOAT1, RPS_Time);
  323. shaderDesc.addParameter("matWorldViewProj", "matWorldViewProj", GPDT_MATRIX_4X4, RPS_WorldViewProjTfrm);
  324. SPtr<ShaderCore> defaultShader = ShaderCore::create("LitTexDefault", shaderDesc, { newTechnique });
  325. return defaultShader;
  326. }
  327. }