BsRendererObject.cpp 1.5 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "BsRendererObject.h"
  4. namespace bs { namespace ct
  5. {
  6. PerObjectParamDef gPerObjectParamDef;
  7. PerCallParamDef gPerCallParamDef;
  8. RendererObject::RendererObject()
  9. {
  10. perObjectParamBuffer = gPerObjectParamDef.createBuffer();
  11. perCallParamBuffer = gPerCallParamDef.createBuffer();
  12. }
  13. void RendererObject::updatePerObjectBuffer()
  14. {
  15. Matrix4 worldTransform = renderable->getMatrix();
  16. Matrix4 worldNoScaleTransform = renderable->getMatrixNoScale();
  17. gPerObjectParamDef.gMatWorld.set(perObjectParamBuffer, worldTransform);
  18. gPerObjectParamDef.gMatInvWorld.set(perObjectParamBuffer, worldTransform.inverseAffine());
  19. gPerObjectParamDef.gMatWorldNoScale.set(perObjectParamBuffer, worldNoScaleTransform);
  20. gPerObjectParamDef.gMatInvWorldNoScale.set(perObjectParamBuffer, worldNoScaleTransform.inverseAffine());
  21. gPerObjectParamDef.gWorldDeterminantSign.set(perObjectParamBuffer, worldTransform.determinant3x3() >= 0.0f ? 1.0f : -1.0f);
  22. }
  23. void RendererObject::updatePerCallBuffer(const Matrix4& viewProj, bool flush)
  24. {
  25. Matrix4 worldViewProjMatrix = viewProj * renderable->getMatrix();
  26. gPerCallParamDef.gMatWorldViewProj.set(perCallParamBuffer, worldViewProjMatrix);
  27. if(flush)
  28. perCallParamBuffer->flushToGPU();
  29. }
  30. }}