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- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
- #include "BsObjectRendering.h"
- #include "BsShader.h"
- #include "BsGpuParams.h"
- #include "BsRenderBeast.h"
- #include "BsMaterial.h"
- #include "BsMesh.h"
- #include "BsSkeleton.h"
- #include "BsGpuBuffer.h"
- #include "BsGpuParamsSet.h"
- namespace BansheeEngine
- {
- ObjectRenderer::ObjectRenderer()
- { }
- void ObjectRenderer::initElement(BeastRenderableElement& element)
- {
- SPtr<ShaderCore> shader = element.material->getShader();
- if (shader == nullptr)
- {
- LOGWRN("Missing shader on material.");
- return;
- }
- const Map<String, SHADER_PARAM_BLOCK_DESC>& paramBlockDescs = shader->getParamBlocks();
- String perFrameBlockName;
- String perCameraBlockName;
- String perObjectBlockName;
- for (auto& paramBlockDesc : paramBlockDescs)
- {
- if (paramBlockDesc.second.rendererSemantic == RBS_PerFrame)
- perFrameBlockName = paramBlockDesc.second.name;
- else if (paramBlockDesc.second.rendererSemantic == RBS_PerCamera)
- perCameraBlockName = paramBlockDesc.second.name;
- else if (paramBlockDesc.second.rendererSemantic == RBS_PerObject)
- perObjectBlockName = paramBlockDesc.second.name;
- }
- const Map<String, SHADER_OBJECT_PARAM_DESC>& bufferDescs = shader->getBufferParams();
- String boneMatricesParamName;
- for(auto& entry : bufferDescs)
- {
- if (entry.second.rendererSemantic == RPS_BoneMatrices)
- boneMatricesParamName = entry.second.name;
- }
-
- // Note: Perhaps perform buffer validation to ensure expected buffer has the same size and layout as the provided
- // buffer, and show a warning otherwise. But this is perhaps better handled on a higher level.
- element.params->setParamBlockBuffer(perFrameBlockName, mPerFrameParams.getBuffer());
- element.params->setParamBlockBuffer(perCameraBlockName, mPerCameraParams.getBuffer());
- element.params->setParamBlockBuffer(perObjectBlockName, mPerObjectParams.getBuffer());
- if (!boneMatricesParamName.empty())
- {
- // Note: Bone matrices should be shared between all sub-meshes, so maybe it's better to create this buffer
- // on a per-Renderable basis, rather than per-element?
- element.boneMatricesParam = element.material->getParamBuffer(boneMatricesParamName);
- SPtr<Skeleton> skeleton = element.mesh->getSkeleton();
- UINT32 numBones = skeleton != nullptr ? skeleton->getNumBones() : 0;
- if (numBones > 0)
- {
- SPtr<GpuBufferCore> buffer = GpuBufferCore::create(numBones * 3, 0, GBT_STANDARD, BF_32X4F, GBU_DYNAMIC);
- UINT8* dest = (UINT8*)buffer->lock(0, numBones * 3 * sizeof(Vector4), GBL_WRITE_ONLY_DISCARD);
- // Initialize bone transforms to identity, so the object renders properly even if no animation is animating it
- for (UINT32 i = 0; i < numBones; i++)
- {
- memcpy(dest, &Matrix4::IDENTITY, 12 * sizeof(float)); // Assuming row-major format
- dest += 12 * sizeof(float);
- }
- buffer->unlock();
- element.boneMatrixBuffer = buffer;
- }
- }
- }
- void ObjectRenderer::setParamFrameParams(float time)
- {
- mPerFrameParams.gTime.set(time);
- }
- void ObjectRenderer::setPerCameraParams(const CameraShaderData& cameraData)
- {
- mPerCameraParams.gViewDir.set(cameraData.viewDir);
- mPerCameraParams.gViewOrigin.set(cameraData.viewOrigin);
- mPerCameraParams.gMatView.set(cameraData.view);
- mPerCameraParams.gMatProj.set(cameraData.proj);
- mPerCameraParams.gMatViewProj.set(cameraData.viewProj);
- mPerCameraParams.gMatInvProj.set(cameraData.invProj);
- mPerCameraParams.gMatInvViewProj.set(cameraData.invViewProj);
- mPerCameraParams.gMatScreenToWorld.set(cameraData.screenToWorld);
- mPerCameraParams.gDeviceZToWorldZ.set(cameraData.deviceZToWorldZ);
- mPerCameraParams.gClipToUVScaleOffset.set(cameraData.clipToUVScaleOffset);
- mPerCameraParams.flushToGPU();
- }
- void ObjectRenderer::setPerObjectParams(const BeastRenderableElement& element, const RenderableShaderData& data,
- const Matrix4& wvpMatrix, const SPtr<GpuBufferCore>& boneMatrices)
- {
- // Note: If I kept all the values in the same structure maybe a simple memcpy directly into the constant buffer
- // would be better (i.e. faster)?
- mPerObjectParams.gMatWorld.set(data.worldTransform);
- mPerObjectParams.gMatInvWorld.set(data.invWorldTransform);
- mPerObjectParams.gMatWorldNoScale.set(data.worldNoScaleTransform);
- mPerObjectParams.gMatInvWorldNoScale.set(data.invWorldNoScaleTransform);
- mPerObjectParams.gWorldDeterminantSign.set(data.worldDeterminantSign);
- mPerObjectParams.gMatWorldViewProj.set(wvpMatrix);
- element.boneMatricesParam.set(boneMatrices);
- }
- void DefaultMaterial::_initDefines(ShaderDefines& defines)
- {
- // Do nothing
- }
- }
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