BsStaticRenderableHandler.cpp 16 KB

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  1. #include "BsStaticRenderableHandler.h"
  2. #include "BsShader.h"
  3. #include "BsGpuParams.h"
  4. #include "BsRenderBeast.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. StaticRenderableHandler::StaticRenderableHandler()
  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 perFrameParamsDesc = bs_shared_ptr_new<GpuParamDesc>();
  21. GpuParamDescPtr perObjectParamsDesc = bs_shared_ptr_new<GpuParamDesc>();
  22. GpuParamDescPtr perCameraParamsDesc = bs_shared_ptr_new<GpuParamDesc>();
  23. bool foundTime = false;
  24. bool foundWVP = false;
  25. bool foundVP = false;
  26. bool foundW = false;
  27. bool foundV = false;
  28. bool foundP = false;
  29. bool foundViewDir = false;
  30. bool foundPerFrame = false;
  31. bool foundPerObject = false;
  32. bool foundPerCamera = false;
  33. const Map<String, SHADER_DATA_PARAM_DESC>& dataParams = defaultShader->getDataParams();
  34. for (auto& param : dataParams)
  35. {
  36. if (!foundTime && param.second.rendererSemantic == RPS_Time)
  37. {
  38. auto iterFind = vertParamDesc->params.find(param.second.gpuVariableName);
  39. if (iterFind == vertParamDesc->params.end())
  40. continue;
  41. timeParamDesc = iterFind->second;
  42. perFrameParamsDesc->params[iterFind->first] = iterFind->second;
  43. foundTime = true;
  44. }
  45. else if (!foundWVP && param.second.rendererSemantic == RPS_WorldViewProjTfrm)
  46. {
  47. auto iterFind = vertParamDesc->params.find(param.second.gpuVariableName);
  48. if (iterFind == vertParamDesc->params.end())
  49. continue;
  50. wvpParamDesc = iterFind->second;
  51. perObjectParamsDesc->params[iterFind->first] = iterFind->second;
  52. foundWVP = true;
  53. }
  54. else if (!foundW && param.second.rendererSemantic == RPS_WorldTfrm)
  55. {
  56. auto iterFind = vertParamDesc->params.find(param.second.gpuVariableName);
  57. if (iterFind == vertParamDesc->params.end())
  58. continue;
  59. wParamDesc = iterFind->second;
  60. perObjectParamsDesc->params[iterFind->first] = iterFind->second;
  61. foundW = true;
  62. }
  63. else if (!foundVP && param.second.rendererSemantic == RPS_ViewProjTfrm)
  64. {
  65. auto iterFind = fragParamDesc->params.find(param.second.gpuVariableName);
  66. if (iterFind == fragParamDesc->params.end())
  67. continue;
  68. vpParamDesc = iterFind->second;
  69. perCameraParamsDesc->params[iterFind->first] = iterFind->second;
  70. foundVP = true;
  71. }
  72. else if (!foundV && param.second.rendererSemantic == RPS_ViewTfrm)
  73. {
  74. auto iterFind = fragParamDesc->params.find(param.second.gpuVariableName);
  75. if (iterFind == fragParamDesc->params.end())
  76. continue;
  77. vParamDesc = iterFind->second;
  78. perCameraParamsDesc->params[iterFind->first] = iterFind->second;
  79. foundV = true;
  80. }
  81. else if (!foundP && param.second.rendererSemantic == RPS_ProjTfrm)
  82. {
  83. auto iterFind = fragParamDesc->params.find(param.second.gpuVariableName);
  84. if (iterFind == fragParamDesc->params.end())
  85. continue;
  86. pParamDesc = iterFind->second;
  87. perCameraParamsDesc->params[iterFind->first] = iterFind->second;
  88. foundP = true;
  89. }
  90. else if (!foundViewDir && param.second.rendererSemantic == RPS_ViewDir)
  91. {
  92. auto iterFind = fragParamDesc->params.find(param.second.gpuVariableName);
  93. if (iterFind == fragParamDesc->params.end())
  94. continue;
  95. viewDirParamDesc = iterFind->second;
  96. perCameraParamsDesc->params[iterFind->first] = iterFind->second;
  97. foundViewDir = true;
  98. }
  99. }
  100. const Map<String, SHADER_PARAM_BLOCK_DESC>& paramBlocks = defaultShader->getParamBlocks();
  101. for (auto& block : paramBlocks)
  102. {
  103. if (!foundPerFrame && block.second.rendererSemantic == RBS_PerFrame)
  104. {
  105. auto iterFind = vertParamDesc->paramBlocks.find(block.second.name);
  106. if (iterFind == vertParamDesc->paramBlocks.end())
  107. continue;
  108. perFrameParamBlockDesc = iterFind->second;
  109. perFrameParamsDesc->paramBlocks[iterFind->first] = iterFind->second;
  110. foundPerFrame = true;
  111. }
  112. else if (!foundPerCamera && block.second.rendererSemantic == RBS_PerCamera)
  113. {
  114. auto iterFind = fragParamDesc->paramBlocks.find(block.second.name);
  115. if (iterFind == fragParamDesc->paramBlocks.end())
  116. continue;
  117. perCameraParamBlockDesc = iterFind->second;
  118. perCameraParamsDesc->paramBlocks[iterFind->first] = iterFind->second;
  119. foundPerCamera = true;
  120. }
  121. else if (!foundPerObject && block.second.rendererSemantic == RBS_PerObject)
  122. {
  123. auto iterFind = vertParamDesc->paramBlocks.find(block.second.name);
  124. if (iterFind == vertParamDesc->paramBlocks.end())
  125. continue;
  126. perObjectParamBlockDesc = iterFind->second;
  127. perObjectParamsDesc->paramBlocks[iterFind->first] = iterFind->second;
  128. foundPerObject = true;
  129. }
  130. }
  131. if (!foundTime || !foundWVP || !foundVP || !foundW || !foundV || !foundP || !foundViewDir || !foundPerFrame || !foundPerCamera || !foundPerObject)
  132. BS_EXCEPT(InternalErrorException, "Invalid default shader.");
  133. // Create global GPU param buffers and get parameter handles
  134. perFrameParams = GpuParamsCore::create(perFrameParamsDesc, false);
  135. perCameraParams = GpuParamsCore::create(perCameraParamsDesc, false);
  136. perFrameParamBuffer = HardwareBufferCoreManager::instance().createGpuParamBlockBuffer(perFrameParamBlockDesc.blockSize * sizeof(UINT32));
  137. perCameraParamBuffer = HardwareBufferCoreManager::instance().createGpuParamBlockBuffer(perCameraParamBlockDesc.blockSize * sizeof(UINT32));
  138. perObjectParamBuffer = HardwareBufferCoreManager::instance().createGpuParamBlockBuffer(perObjectParamBlockDesc.blockSize * sizeof(UINT32));
  139. perFrameParams->setParamBlockBuffer(perFrameParamBlockDesc.slot, perFrameParamBuffer);
  140. perCameraParams->setParamBlockBuffer(perCameraParamBlockDesc.slot, perCameraParamBuffer);
  141. perFrameParams->getParam(timeParamDesc.name, timeParam);
  142. perCameraParams->getParam(viewDirParamDesc.name, viewDirParam);
  143. }
  144. void StaticRenderableHandler::initializeRenderElem(RenderableElement& element)
  145. {
  146. static auto paramsMatch = [](const GpuParamDataDesc& a, const GpuParamDataDesc& b)
  147. {
  148. return a.gpuMemOffset == b.gpuMemOffset && a.elementSize == b.elementSize &&
  149. a.arraySize == b.arraySize && a.arrayElementStride == b.arrayElementStride;
  150. };
  151. element.rendererData = PerObjectData();
  152. PerObjectData* rendererData = any_cast_unsafe<PerObjectData>(&element.rendererData);
  153. SPtr<ShaderCore> shader = element.material->getShader();
  154. if (shader == nullptr)
  155. {
  156. LOGWRN("Missing shader on material.");
  157. return;
  158. }
  159. const Map<String, SHADER_PARAM_BLOCK_DESC>& paramBlockDescs = shader->getParamBlocks();
  160. const Map<String, SHADER_DATA_PARAM_DESC>& dataParamDescs = shader->getDataParams();
  161. String perFrameBlockName;
  162. String perCameraBlockName;
  163. String perObjectBlockName;
  164. String wvpParamName;
  165. String wParamName;
  166. for (auto& paramBlockDesc : paramBlockDescs)
  167. {
  168. if (paramBlockDesc.second.rendererSemantic == RBS_PerFrame)
  169. perFrameBlockName = paramBlockDesc.second.name;
  170. else if (paramBlockDesc.second.rendererSemantic == RBS_PerCamera)
  171. perCameraBlockName = paramBlockDesc.second.name;
  172. else if (paramBlockDesc.second.rendererSemantic == RBS_PerObject)
  173. perObjectBlockName = paramBlockDesc.second.name;
  174. }
  175. for (auto& paramDesc : dataParamDescs)
  176. {
  177. if (paramDesc.second.rendererSemantic == RPS_WorldViewProjTfrm)
  178. wvpParamName = paramDesc.second.gpuVariableName;
  179. else if (paramDesc.second.rendererSemantic == RPS_WorldTfrm)
  180. wParamName = paramDesc.second.gpuVariableName;
  181. }
  182. UINT32 numPasses = element.material->getNumPasses();
  183. for (UINT32 i = 0; i < numPasses; i++)
  184. {
  185. SPtr<PassParametersCore> passParams = element.material->getPassParameters(i);
  186. for (UINT32 j = 0; j < PassParametersCore::NUM_PARAMS; j++)
  187. {
  188. SPtr<GpuParamsCore> gpuParams = passParams->getParamByIdx(j);
  189. if (gpuParams == nullptr)
  190. continue;
  191. const GpuParamDesc& paramsDesc = gpuParams->getParamDesc();
  192. if (perFrameBlockName != "")
  193. {
  194. auto findIter = paramsDesc.paramBlocks.find(perFrameBlockName);
  195. if (findIter != paramsDesc.paramBlocks.end())
  196. {
  197. // TODO - We only compare block sizes but not actual contents. Should I check them too?
  198. // Probably shouldn't concern myself with that here, instead check that on a higher level.
  199. if (findIter->second.blockSize == perFrameParamBlockDesc.blockSize)
  200. {
  201. UINT32 slotIdx = findIter->second.slot;
  202. element.rendererBuffers.push_back(RenderableElement::BufferBindInfo(i, j, slotIdx, perFrameParamBuffer));
  203. }
  204. }
  205. }
  206. if (perCameraBlockName != "")
  207. {
  208. auto findIter = paramsDesc.paramBlocks.find(perCameraBlockName);
  209. if (findIter != paramsDesc.paramBlocks.end())
  210. {
  211. if (findIter->second.blockSize == perCameraParamBlockDesc.blockSize)
  212. {
  213. UINT32 slotIdx = findIter->second.slot;
  214. element.rendererBuffers.push_back(RenderableElement::BufferBindInfo(i, j, slotIdx, perCameraParamBuffer));
  215. }
  216. }
  217. }
  218. if (perObjectBlockName != "")
  219. {
  220. auto findIter = paramsDesc.paramBlocks.find(perObjectBlockName);
  221. if (findIter != paramsDesc.paramBlocks.end())
  222. {
  223. if (findIter->second.blockSize == perObjectParamBlockDesc.blockSize)
  224. {
  225. rendererData->perObjectBuffers.push_back(RenderableElement::BufferBindInfo(i, j, findIter->second.slot, perObjectParamBuffer));
  226. if (rendererData->wvpParam == nullptr && wvpParamName != "")
  227. {
  228. auto findIter2 = paramsDesc.params.find(wvpParamName);
  229. if (findIter2 != paramsDesc.params.end())
  230. {
  231. if (paramsMatch(findIter2->second, wvpParamDesc))
  232. gpuParams->getParam(wvpParamName, rendererData->wvpParam);
  233. }
  234. }
  235. if (rendererData->wParam == nullptr && wParamName != "")
  236. {
  237. auto findIter2 = paramsDesc.params.find(wParamName);
  238. if (findIter2 != paramsDesc.params.end())
  239. {
  240. if (paramsMatch(findIter2->second, wParamDesc))
  241. gpuParams->getParam(wParamName, rendererData->wParam);
  242. }
  243. }
  244. }
  245. }
  246. }
  247. }
  248. }
  249. }
  250. void StaticRenderableHandler::bindPerObjectBuffers(const RenderableElement& element)
  251. {
  252. const PerObjectData* rendererData = any_cast_unsafe<PerObjectData>(&element.rendererData);
  253. for (auto& perObjectBuffer : rendererData->perObjectBuffers)
  254. {
  255. SPtr<GpuParamsCore> params = element.material->getPassParameters(perObjectBuffer.passIdx)->getParamByIdx(perObjectBuffer.paramsIdx);
  256. params->setParamBlockBuffer(perObjectBuffer.slotIdx, perObjectParamBuffer);
  257. }
  258. }
  259. void StaticRenderableHandler::updatePerFrameBuffers(float time)
  260. {
  261. timeParam.set(time);
  262. perFrameParams->updateHardwareBuffers();
  263. }
  264. void StaticRenderableHandler::updatePerCameraBuffers(const Matrix4& vpMatrix, const Matrix4& vMatrix, const Matrix4& pMatrix, const Vector3& viewDir)
  265. {
  266. viewProjMatParam.set(vpMatrix);
  267. viewMatParam.set(vMatrix);
  268. projMatParam.set(pMatrix);
  269. viewDirParam.set(viewDir);
  270. perCameraParams->updateHardwareBuffers();
  271. }
  272. void StaticRenderableHandler::updatePerObjectBuffers(RenderableElement& element, const Matrix4& worldMatrix, const Matrix4& wvpMatrix)
  273. {
  274. PerObjectData* rendererData = any_cast_unsafe<PerObjectData>(&element.rendererData);
  275. rendererData->wParam.set(worldMatrix);
  276. rendererData->wvpParam.set(wvpMatrix);
  277. }
  278. SPtr<ShaderCore> StaticRenderableHandler::createDefaultShader()
  279. {
  280. StringID rsName = RenderAPICore::instance().getName();
  281. SPtr<GpuProgramCore> vsProgram;
  282. SPtr<GpuProgramCore> psProgram;
  283. if (rsName == RenderAPIDX11)
  284. {
  285. String vsCode = R"(
  286. cbuffer PerFrame
  287. {
  288. float gTime;
  289. }
  290. cbuffer PerObject
  291. {
  292. float4x4 gMatWorldViewProj;
  293. float4x4 gMatWorld;
  294. }
  295. void vs_main(in float3 inPos : POSITION,
  296. out float4 oPosition : SV_Position)
  297. {
  298. oPosition = mul(gMatWorldViewProj, float4(inPos.xyz + float3(sin(gTime), 0, 0), 1));
  299. })";
  300. String psCode = R"(
  301. cbuffer PerCamera
  302. {
  303. float3 gViewDir;
  304. float4x4 gMatViewProj;
  305. float4x4 gMatView;
  306. float4x4 gMatProj;
  307. }
  308. float4 ps_main() : SV_Target
  309. {
  310. return dot(gViewDir, float4(0.5f, 0.5f, 0.5f, 0.5f));
  311. })";
  312. vsProgram = GpuProgramCore::create(vsCode, "vs_main", "hlsl", GPT_VERTEX_PROGRAM, GPP_VS_4_0);
  313. psProgram = GpuProgramCore::create(psCode, "ps_main", "hlsl", GPT_FRAGMENT_PROGRAM, GPP_FS_4_0);
  314. }
  315. else if (rsName == RenderAPIDX9)
  316. {
  317. String vsCode = R"(
  318. BS_PARAM_BLOCK PerFrame { gTime }
  319. BS_PARAM_BLOCK PerObject { gMatWorldViewProj, gMatWorld }
  320. float gTime;
  321. float4x4 gMatWorldViewProj;
  322. float4x4 gMatWorld;
  323. void vs_main(in float3 inPos : POSITION,
  324. out float4 oPosition : POSITION)
  325. {
  326. oPosition = mul(mul(gMatWorld, gMatWorldViewProj), float4(inPos.xyz + float3(sin(gTime), 0, 0), 1));
  327. })";
  328. String psCode = R"(
  329. BS_PARAM_BLOCK PerCamera { gViewDir, gMatViewProj, gMatView, gMatProj }
  330. float3 gViewDir;
  331. float4x4 gMatViewProj;
  332. float4x4 gMatView;
  333. float4x4 gMatProj;
  334. float4 ps_main() : COLOR0
  335. {
  336. float4x4 dummy = gMatViewProj * gMatView * gMatProj;
  337. return dot(mul(dummy, float4(gViewDir, 1.0f)), float4(0.5f, 0.5f, 0.5f, 0.5f));
  338. })";
  339. vsProgram = GpuProgramCore::create(vsCode, "vs_main", "hlsl9", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
  340. psProgram = GpuProgramCore::create(psCode, "ps_main", "hlsl9", GPT_FRAGMENT_PROGRAM, GPP_FS_2_0);
  341. }
  342. else if (rsName == RenderAPIOpenGL)
  343. {
  344. String vsCode = R"(
  345. uniform PerFrame
  346. {
  347. float gTime;
  348. };
  349. uniform PerObject
  350. {
  351. mat4 gMatWorldViewProj;
  352. mat4 gMatWorld;
  353. };
  354. in vec3 bs_position;
  355. out gl_PerVertex
  356. {
  357. vec4 gl_Position;
  358. };
  359. void main()
  360. {
  361. gl_Position = gMatWorld * gMatWorldViewProj * vec4(bs_position.xyz + vec3(sin(gTime), 0, 0), 1);
  362. })";
  363. String psCode = R"(
  364. uniform PerCamera
  365. {
  366. vec3 gViewDir;
  367. mat4 gMatViewProj;
  368. mat4 gMatView;
  369. mat4 gMatProj;
  370. };
  371. out vec4 fragColor;
  372. void main()
  373. {
  374. fragColor.x = dot(gMatViewProj * gMatView * gMatProj * vec4(gViewDir, 1.0f), vec4(0.5f, 0.5f, 0.5f, 1.0f));
  375. })";
  376. vsProgram = GpuProgramCore::create(vsCode, "main", "glsl", GPT_VERTEX_PROGRAM, GPP_VS_4_0);
  377. psProgram = GpuProgramCore::create(psCode, "main", "glsl", GPT_FRAGMENT_PROGRAM, GPP_FS_4_0);
  378. }
  379. PASS_DESC_CORE passDesc;
  380. passDesc.vertexProgram = vsProgram;
  381. passDesc.fragmentProgram = psProgram;
  382. SPtr<PassCore> newPass = PassCore::create(passDesc);
  383. SPtr<TechniqueCore> newTechnique = TechniqueCore::create(rsName, RendererDefault, { newPass });
  384. SHADER_DESC_CORE shaderDesc;
  385. shaderDesc.setParamBlockAttribs("PerFrame", true, GPBU_DYNAMIC, RBS_PerFrame);
  386. shaderDesc.setParamBlockAttribs("PerCamera", true, GPBU_DYNAMIC, RBS_PerCamera);
  387. shaderDesc.setParamBlockAttribs("PerObject", true, GPBU_DYNAMIC, RBS_PerObject);
  388. shaderDesc.addParameter("gTime", "gTime", GPDT_FLOAT1, RPS_Time);
  389. shaderDesc.addParameter("gViewDir", "gViewDir", GPDT_FLOAT4, RPS_ViewDir);
  390. shaderDesc.addParameter("gMatWorldViewProj", "gMatWorldViewProj", GPDT_MATRIX_4X4, RPS_WorldViewProjTfrm);
  391. shaderDesc.addParameter("gMatViewProj", "gMatViewProj", GPDT_MATRIX_4X4, RPS_ViewProjTfrm);
  392. shaderDesc.addParameter("gMatWorld", "gMatWorld", GPDT_MATRIX_4X4, RPS_WorldTfrm);
  393. shaderDesc.addParameter("gMatView", "gMatView", GPDT_MATRIX_4X4, RPS_ViewTfrm);
  394. shaderDesc.addParameter("gMatProj", "gMatProj", GPDT_MATRIX_4X4, RPS_ProjTfrm);
  395. SPtr<ShaderCore> defaultShader = ShaderCore::create("LitTexDefault", shaderDesc, { newTechnique });
  396. return defaultShader;
  397. }
  398. }