BsObjectRendering.cpp 2.4 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
  15. {
  16. ObjectRenderer::ObjectRenderer()
  17. { }
  18. void ObjectRenderer::initElement(RendererObject& owner, BeastRenderableElement& element)
  19. {
  20. SPtr<ShaderCore> shader = element.material->getShader();
  21. if (shader == nullptr)
  22. {
  23. element.perCameraBindingIdx = -1;
  24. LOGWRN("Missing shader on material.");
  25. return;
  26. }
  27. // Note: Perhaps perform buffer validation to ensure expected buffer has the same size and layout as the provided
  28. // buffer, and show a warning otherwise. But this is perhaps better handled on a higher level.
  29. const Map<String, SHADER_PARAM_BLOCK_DESC>& paramBlockDescs = shader->getParamBlocks();
  30. for (auto& paramBlockDesc : paramBlockDescs)
  31. {
  32. if (paramBlockDesc.second.rendererSemantic == RBS_PerFrame)
  33. element.params->setParamBlockBuffer(paramBlockDesc.second.name, mPerFrameParams.getBuffer(), true);
  34. else if (paramBlockDesc.second.rendererSemantic == RBS_PerObject)
  35. {
  36. element.params->setParamBlockBuffer(paramBlockDesc.second.name,
  37. owner.perObjectParams.getBuffer(), true);
  38. }
  39. else if (paramBlockDesc.second.rendererSemantic == RBS_PerCall)
  40. {
  41. element.params->setParamBlockBuffer(paramBlockDesc.second.name,
  42. owner.perCallParams.getBuffer(), true);
  43. }
  44. }
  45. const Map<String, SHADER_OBJECT_PARAM_DESC>& bufferDescs = shader->getBufferParams();
  46. String boneMatricesParamName;
  47. for(auto& entry : bufferDescs)
  48. {
  49. if (entry.second.rendererSemantic == RPS_BoneMatrices)
  50. boneMatricesParamName = entry.second.name;
  51. }
  52. if (!boneMatricesParamName.empty())
  53. {
  54. MaterialParamBufferCore boneMatricesParam = element.material->getParamBuffer(boneMatricesParamName);
  55. boneMatricesParam.set(element.boneMatrixBuffer);
  56. }
  57. }
  58. void ObjectRenderer::setParamFrameParams(float time)
  59. {
  60. mPerFrameParams.gTime.set(time);
  61. }
  62. void DefaultMaterial::_initDefines(ShaderDefines& defines)
  63. {
  64. // Do nothing
  65. }
  66. }