BsObjectRendering.cpp 4.7 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. namespace BansheeEngine
  13. {
  14. ObjectRenderer::ObjectRenderer()
  15. { }
  16. void ObjectRenderer::initElement(BeastRenderableElement& element)
  17. {
  18. SPtr<ShaderCore> shader = element.material->getShader();
  19. if (shader == nullptr)
  20. {
  21. LOGWRN("Missing shader on material.");
  22. return;
  23. }
  24. const Map<String, SHADER_PARAM_BLOCK_DESC>& paramBlockDescs = shader->getParamBlocks();
  25. String perFrameBlockName;
  26. String perCameraBlockName;
  27. String perObjectBlockName;
  28. for (auto& paramBlockDesc : paramBlockDescs)
  29. {
  30. if (paramBlockDesc.second.rendererSemantic == RBS_PerFrame)
  31. perFrameBlockName = paramBlockDesc.second.name;
  32. else if (paramBlockDesc.second.rendererSemantic == RBS_PerCamera)
  33. perCameraBlockName = paramBlockDesc.second.name;
  34. else if (paramBlockDesc.second.rendererSemantic == RBS_PerObject)
  35. perObjectBlockName = paramBlockDesc.second.name;
  36. }
  37. const Map<String, SHADER_OBJECT_PARAM_DESC>& bufferDescs = shader->getBufferParams();
  38. String boneMatricesParamName;
  39. for(auto& entry : bufferDescs)
  40. {
  41. if (entry.second.rendererSemantic == RPS_BoneMatrices)
  42. boneMatricesParamName = entry.second.name;
  43. }
  44. // Note: Perhaps perform buffer validation to ensure expected buffer has the same size and layout as the provided
  45. // buffer, and show a warning otherwise. But this is perhaps better handled on a higher level.
  46. element.params->setParamBlockBuffer(perFrameBlockName, mPerFrameParams.getBuffer());
  47. element.params->setParamBlockBuffer(perCameraBlockName, mPerCameraParams.getBuffer());
  48. element.params->setParamBlockBuffer(perObjectBlockName, mPerObjectParams.getBuffer());
  49. if (!boneMatricesParamName.empty())
  50. {
  51. // Note: Bone matrices should be shared between all sub-meshes, so maybe it's better to create this buffer
  52. // on a per-Renderable basis, rather than per-element?
  53. element.boneMatricesParam = element.material->getParamBuffer(boneMatricesParamName);
  54. SPtr<Skeleton> skeleton = element.mesh->getSkeleton();
  55. UINT32 numBones = skeleton != nullptr ? skeleton->getNumBones() : 0;
  56. if (numBones > 0)
  57. {
  58. SPtr<GpuBufferCore> buffer = GpuBufferCore::create(numBones * 3, 0, GBT_STANDARD, BF_32X4F, GBU_DYNAMIC);
  59. UINT8* dest = (UINT8*)buffer->lock(0, numBones * 3 * sizeof(Vector4), GBL_WRITE_ONLY_DISCARD);
  60. // Initialize bone transforms to identity, so the object renders properly even if no animation is animating it
  61. for (UINT32 i = 0; i < numBones; i++)
  62. {
  63. memcpy(dest, &Matrix4::IDENTITY, 12 * sizeof(float)); // Assuming row-major format
  64. dest += 12 * sizeof(float);
  65. }
  66. buffer->unlock();
  67. element.boneMatrixBuffer = buffer;
  68. }
  69. }
  70. }
  71. void ObjectRenderer::setParamFrameParams(float time)
  72. {
  73. mPerFrameParams.gTime.set(time);
  74. }
  75. void ObjectRenderer::setPerCameraParams(const CameraShaderData& cameraData)
  76. {
  77. mPerCameraParams.gViewDir.set(cameraData.viewDir);
  78. mPerCameraParams.gViewOrigin.set(cameraData.viewOrigin);
  79. mPerCameraParams.gMatView.set(cameraData.view);
  80. mPerCameraParams.gMatProj.set(cameraData.proj);
  81. mPerCameraParams.gMatViewProj.set(cameraData.viewProj);
  82. mPerCameraParams.gMatInvProj.set(cameraData.invProj);
  83. mPerCameraParams.gMatInvViewProj.set(cameraData.invViewProj);
  84. mPerCameraParams.gMatScreenToWorld.set(cameraData.screenToWorld);
  85. mPerCameraParams.gDeviceZToWorldZ.set(cameraData.deviceZToWorldZ);
  86. mPerCameraParams.gClipToUVScaleOffset.set(cameraData.clipToUVScaleOffset);
  87. mPerCameraParams.flushToGPU();
  88. }
  89. void ObjectRenderer::setPerObjectParams(const BeastRenderableElement& element, const RenderableShaderData& data,
  90. const Matrix4& wvpMatrix, const SPtr<GpuBufferCore>& boneMatrices)
  91. {
  92. // Note: If I kept all the values in the same structure maybe a simple memcpy directly into the constant buffer
  93. // would be better (i.e. faster)?
  94. mPerObjectParams.gMatWorld.set(data.worldTransform);
  95. mPerObjectParams.gMatInvWorld.set(data.invWorldTransform);
  96. mPerObjectParams.gMatWorldNoScale.set(data.worldNoScaleTransform);
  97. mPerObjectParams.gMatInvWorldNoScale.set(data.invWorldNoScaleTransform);
  98. mPerObjectParams.gWorldDeterminantSign.set(data.worldDeterminantSign);
  99. mPerObjectParams.gMatWorldViewProj.set(wvpMatrix);
  100. element.boneMatricesParam.set(boneMatrices);
  101. }
  102. void DefaultMaterial::_initDefines(ShaderDefines& defines)
  103. {
  104. // Do nothing
  105. }
  106. }