BsBansheeLitTexRenderableController.cpp 12 KB

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  1. #include "BsBansheeLitTexRenderableController.h"
  2. #include "BsRenderableProxy.h"
  3. #include "BsShader.h"
  4. #include "BsGpuParams.h"
  5. #include "BsBansheeRenderer.h"
  6. #include "BsHardwareBufferManager.h"
  7. #include "BsGpuParamBlockBuffer.h"
  8. #include "BsTechnique.h"
  9. #include "BsPass.h"
  10. #include "BsRenderSystem.h"
  11. namespace BansheeEngine
  12. {
  13. LitTexRenderableController::LitTexRenderableController()
  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 staticParamsDesc = bs_shared_ptr<GpuParamDesc>();
  21. GpuParamDescPtr perFrameParamsDesc = bs_shared_ptr<GpuParamDesc>();
  22. GpuParamDescPtr perObjectParamsDesc = bs_shared_ptr<GpuParamDesc>();
  23. bool foundLightDir = false;
  24. bool foundTime = false;
  25. bool foundWVP = false;
  26. bool foundStatic = false;
  27. bool foundPerFrame = false;
  28. bool foundPerObject = false;
  29. const Map<String, SHADER_DATA_PARAM_DESC>& dataParams = defaultShader->getDataParams();
  30. for (auto& param : dataParams)
  31. {
  32. if (!foundLightDir && param.second.rendererSemantic == RPS_LightDir)
  33. {
  34. auto iterFind = fragParamDesc->params.find(param.second.gpuVariableName);
  35. if (iterFind == fragParamDesc->params.end())
  36. continue;
  37. lightDirParamDesc = iterFind->second;
  38. staticParamsDesc->params[iterFind->first] = iterFind->second;
  39. foundLightDir = true;
  40. }
  41. else if (!foundTime && param.second.rendererSemantic == RPS_Time)
  42. {
  43. auto iterFind = vertParamDesc->params.find(param.second.gpuVariableName);
  44. if (iterFind == vertParamDesc->params.end())
  45. continue;
  46. timeParamDesc = iterFind->second;
  47. perFrameParamsDesc->params[iterFind->first] = iterFind->second;
  48. foundTime = true;
  49. }
  50. else if (!foundWVP && param.second.rendererSemantic == RPS_WorldViewProjTfrm)
  51. {
  52. auto iterFind = vertParamDesc->params.find(param.second.gpuVariableName);
  53. if (iterFind == vertParamDesc->params.end())
  54. continue;
  55. wvpParamDesc = iterFind->second;
  56. perObjectParamsDesc->params[iterFind->first] = iterFind->second;
  57. foundWVP = true;
  58. }
  59. }
  60. const Map<String, SHADER_PARAM_BLOCK_DESC>& paramBlocks = defaultShader->getParamBlocks();
  61. for (auto& block : paramBlocks)
  62. {
  63. if (!foundStatic && block.second.rendererSemantic == RBS_Static)
  64. {
  65. auto iterFind = fragParamDesc->paramBlocks.find(block.second.name);
  66. if (iterFind == fragParamDesc->paramBlocks.end())
  67. continue;
  68. staticParamBlockDesc = iterFind->second;
  69. staticParamsDesc->paramBlocks[iterFind->first] = iterFind->second;
  70. foundStatic = true;
  71. }
  72. else if (!foundPerFrame && block.second.rendererSemantic == RBS_PerFrame)
  73. {
  74. auto iterFind = vertParamDesc->paramBlocks.find(block.second.name);
  75. if (iterFind == vertParamDesc->paramBlocks.end())
  76. continue;
  77. perFrameParamBlockDesc = iterFind->second;
  78. perFrameParamsDesc->paramBlocks[iterFind->first] = iterFind->second;
  79. foundPerFrame = true;
  80. }
  81. else if (!foundPerObject && block.second.rendererSemantic == RBS_PerObject)
  82. {
  83. auto iterFind = vertParamDesc->paramBlocks.find(block.second.name);
  84. if (iterFind == vertParamDesc->paramBlocks.end())
  85. continue;
  86. perObjectParamBlockDesc = iterFind->second;
  87. perObjectParamsDesc->paramBlocks[iterFind->first] = iterFind->second;
  88. foundPerObject = true;
  89. }
  90. }
  91. if (!foundLightDir || !foundTime || !foundWVP || !foundStatic || !foundPerFrame || !foundPerObject)
  92. BS_EXCEPT(InternalErrorException, "Invalid default shader.");
  93. // Create global GPU param buffers and get parameter handles
  94. staticParams = GpuParamsCore::create(staticParamsDesc, false);
  95. perFrameParams = GpuParamsCore::create(perFrameParamsDesc, false);
  96. staticParamBuffer = HardwareBufferCoreManager::instance().createGpuParamBlockBuffer(staticParamBlockDesc.blockSize * sizeof(UINT32));
  97. perFrameParamBuffer = HardwareBufferCoreManager::instance().createGpuParamBlockBuffer(perFrameParamBlockDesc.blockSize * sizeof(UINT32));
  98. staticParams->setParamBlockBuffer(staticParamBlockDesc.slot, staticParamBuffer);
  99. perFrameParams->setParamBlockBuffer(perFrameParamBlockDesc.slot, perFrameParamBuffer);
  100. staticParams->getParam(lightDirParamDesc.name, lightDirParam);
  101. perFrameParams->getParam(timeParamDesc.name, timeParam);
  102. lightDirParam.set(Vector4(0.707f, 0.707f, 0.707f, 0.0f));
  103. }
  104. void LitTexRenderableController::initializeRenderElem(RenderableElement* element)
  105. {
  106. static auto paramsMatch = [](const GpuParamDataDesc& a, const GpuParamDataDesc& b)
  107. {
  108. return a.gpuMemOffset == b.gpuMemOffset && a.elementSize == b.elementSize &&
  109. a.arraySize == b.arraySize && a.arrayElementStride == b.arrayElementStride;
  110. };
  111. element->rendererData = PerObjectData();
  112. PerObjectData* rendererData = any_cast_unsafe<PerObjectData>(&element->rendererData);
  113. SPtr<ShaderCore> shader = element->material->shader;
  114. const Map<String, SHADER_PARAM_BLOCK_DESC>& paramBlockDescs = shader->getParamBlocks();
  115. const Map<String, SHADER_DATA_PARAM_DESC>& dataParamDescs = shader->getDataParams();
  116. String staticBlockName;
  117. String perFrameBlockName;
  118. String perObjectBlockName;
  119. String wvpParamName;
  120. for (auto& paramBlockDesc : paramBlockDescs)
  121. {
  122. switch (paramBlockDesc.second.rendererSemantic)
  123. {
  124. case RBS_Static:
  125. staticBlockName = paramBlockDesc.second.name;
  126. break;
  127. case RBS_PerFrame:
  128. perFrameBlockName = paramBlockDesc.second.name;
  129. break;
  130. case RBS_PerObject:
  131. perObjectBlockName = paramBlockDesc.second.name;
  132. break;
  133. }
  134. }
  135. for (auto& paramDesc : dataParamDescs)
  136. {
  137. if (paramDesc.second.rendererSemantic == RPS_WorldViewProjTfrm)
  138. wvpParamName = paramDesc.second.gpuVariableName;
  139. }
  140. UINT32 idx = 0;
  141. for (auto& gpuParams : element->material->params)
  142. {
  143. const GpuParamDesc& paramsDesc = gpuParams->getParamDesc();
  144. if (staticBlockName != "")
  145. {
  146. auto findIter = paramsDesc.paramBlocks.find(staticBlockName);
  147. if (findIter != paramsDesc.paramBlocks.end())
  148. {
  149. // TODO - We only compare block sizes but not actual contents. Should I check them too?
  150. // Probably shouldn't concern myself with that here, instead check that on a higher level.
  151. if (findIter->second.blockSize == staticParamBlockDesc.blockSize)
  152. {
  153. UINT32 slotIdx = findIter->second.slot;
  154. element->material->rendererBuffers.push_back(MaterialProxy::BufferBindInfo(idx, slotIdx, staticParamBuffer));
  155. }
  156. }
  157. }
  158. if (perFrameBlockName != "")
  159. {
  160. auto findIter = paramsDesc.paramBlocks.find(perFrameBlockName);
  161. if (findIter != paramsDesc.paramBlocks.end())
  162. {
  163. if (findIter->second.blockSize == perFrameParamBlockDesc.blockSize)
  164. {
  165. UINT32 slotIdx = findIter->second.slot;
  166. element->material->rendererBuffers.push_back(MaterialProxy::BufferBindInfo(idx, slotIdx, perFrameParamBuffer));
  167. }
  168. }
  169. }
  170. if (perObjectBlockName != "")
  171. {
  172. auto findIter = paramsDesc.paramBlocks.find(perObjectBlockName);
  173. if (findIter != paramsDesc.paramBlocks.end())
  174. {
  175. if (findIter->second.blockSize == perObjectParamBlockDesc.blockSize)
  176. {
  177. if (rendererData->perObjectParamBuffer == nullptr)
  178. rendererData->perObjectParamBuffer = HardwareBufferCoreManager::instance().createGpuParamBlockBuffer(perObjectParamBlockDesc.blockSize * sizeof(UINT32));
  179. rendererData->perObjectBuffers.push_back(MaterialProxy::BufferBindInfo(idx, findIter->second.slot, rendererData->perObjectParamBuffer));
  180. if (!rendererData->hasWVPParam && wvpParamName != "")
  181. {
  182. auto findIter2 = paramsDesc.params.find(wvpParamName);
  183. if (findIter2 != paramsDesc.params.end())
  184. {
  185. if (paramsMatch(findIter2->second, wvpParamDesc))
  186. {
  187. gpuParams->getParam(wvpParamName, rendererData->wvpParam);
  188. rendererData->hasWVPParam = true;
  189. }
  190. }
  191. }
  192. }
  193. }
  194. }
  195. idx++;
  196. }
  197. bindGlobalBuffers(element);
  198. }
  199. void LitTexRenderableController::bindPerObjectBuffers(const RenderableElement* element)
  200. {
  201. const PerObjectData* rendererData = any_cast_unsafe<PerObjectData>(&element->rendererData);
  202. for (auto& perObjectBuffer : rendererData->perObjectBuffers)
  203. {
  204. SPtr<GpuParamsCore> params = element->material->params[perObjectBuffer.paramsIdx];
  205. params->setParamBlockBuffer(perObjectBuffer.slotIdx, rendererData->perObjectParamBuffer);
  206. }
  207. }
  208. void LitTexRenderableController::updateGlobalBuffers(float time)
  209. {
  210. timeParam.set(time);
  211. staticParams->updateHardwareBuffers();
  212. perFrameParams->updateHardwareBuffers();
  213. }
  214. void LitTexRenderableController::updatePerObjectBuffers(RenderableElement* element, const Matrix4& wvpMatrix)
  215. {
  216. PerObjectData* rendererData = any_cast_unsafe<PerObjectData>(&element->rendererData);
  217. if (rendererData->hasWVPParam)
  218. rendererData->wvpParam.set(wvpMatrix);
  219. if (rendererData->perObjectParamBuffer != nullptr)
  220. rendererData->perObjectParamBuffer->flushToGPU();
  221. }
  222. SPtr<ShaderCore> LitTexRenderableController::createDefaultShader()
  223. {
  224. String rsName = RenderSystem::instance().getName();
  225. SPtr<GpuProgramCore> vsProgram;
  226. SPtr<GpuProgramCore> psProgram;
  227. if (rsName == RenderSystemDX11)
  228. {
  229. String vsCode = R"(
  230. cbuffer PerFrame
  231. {
  232. float time;
  233. }
  234. cbuffer PerObject
  235. {
  236. float4x4 matWorldViewProj;
  237. }
  238. void vs_main(in float3 inPos : POSITION,
  239. out float4 oPosition : SV_Position)
  240. {
  241. oPosition = mul(matWorldViewProj, float4(inPos.xyz + float3(sin(time), 0, 0), 1));
  242. })";
  243. String psCode = R"(
  244. cbuffer Static
  245. {
  246. float4 lightDir;
  247. }
  248. float4 ps_main() : SV_Target
  249. {
  250. return dot(lightDir, float4(0.5f, 0.5f, 0.5f, 0.5f));
  251. })";
  252. vsProgram = GpuProgramCore::create(vsCode, "vs_main", "hlsl", GPT_VERTEX_PROGRAM, GPP_VS_4_0);
  253. psProgram = GpuProgramCore::create(psCode, "ps_main", "hlsl", GPT_FRAGMENT_PROGRAM, GPP_FS_4_0);
  254. }
  255. else if (rsName == RenderSystemDX9)
  256. {
  257. String vsCode = R"(
  258. BS_PARAM_BLOCK PerFrame { time }
  259. BS_PARAM_BLOCK PerObject { matWorldViewProj }
  260. float time;
  261. float4x4 matWorldViewProj;
  262. void vs_main(in float3 inPos : POSITION,
  263. out float4 oPosition : POSITION)
  264. {
  265. oPosition = mul(matWorldViewProj, float4(inPos.xyz + float3(sin(time), 0, 0), 1));
  266. })";
  267. String psCode = R"(
  268. BS_PARAM_BLOCK Static { lightDir }
  269. float4 lightDir;
  270. float4 ps_main() : COLOR0
  271. {
  272. return dot(lightDir, float4(0.5f, 0.5f, 0.5f, 0.5f));
  273. })";
  274. vsProgram = GpuProgramCore::create(vsCode, "vs_main", "hlsl", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
  275. psProgram = GpuProgramCore::create(psCode, "ps_main", "hlsl", GPT_FRAGMENT_PROGRAM, GPP_FS_2_0);
  276. }
  277. else if (rsName == RenderSystemOpenGL)
  278. {
  279. String vsCode = R"(#version 400
  280. uniform PerFrame
  281. {
  282. float time;
  283. };
  284. uniform PerObject
  285. {
  286. mat4 matWorldViewProj;
  287. };
  288. in vec3 bs_position;
  289. void main()
  290. {
  291. gl_Position = matWorldViewProj * vec4(bs_position.xyz + vec3(sin(time), 0, 0), 1);
  292. })";
  293. String psCode = R"(#version 400
  294. uniform Static
  295. {
  296. vec4 lightDir;
  297. };
  298. out vec4 fragColor;
  299. void main()
  300. {
  301. fragColor = lightDir * vec4(0.5f, 0.5f, 0.5f, 0.5f);
  302. })";
  303. vsProgram = GpuProgramCore::create(vsCode, "main", "glsl", GPT_VERTEX_PROGRAM, GPP_VS_4_0);
  304. psProgram = GpuProgramCore::create(psCode, "main", "glsl", GPT_FRAGMENT_PROGRAM, GPP_FS_4_0);
  305. }
  306. SPtr<ShaderCore> defaultShader = ShaderCore::create("LitTexDefault");
  307. defaultShader->setParamBlockAttribs("Static", true, GPBU_DYNAMIC, RBS_Static);
  308. defaultShader->setParamBlockAttribs("PerFrame", true, GPBU_DYNAMIC, RBS_PerFrame);
  309. defaultShader->setParamBlockAttribs("PerObject", true, GPBU_DYNAMIC, RBS_PerObject);
  310. defaultShader->addParameter("lightDir", "lightDir", GPDT_FLOAT4, RPS_LightDir);
  311. defaultShader->addParameter("time", "time", GPDT_FLOAT1, RPS_Time);
  312. defaultShader->addParameter("matWorldViewProj", "matWorldViewProj", GPDT_MATRIX_4X4, RPS_WorldViewProjTfrm);
  313. SPtr<TechniqueCore> newTechnique = defaultShader->addTechnique(rsName, RendererDefault);
  314. SPtr<PassCore> newPass = newTechnique->addPass();
  315. newPass->setVertexProgram(vsProgram);
  316. newPass->setFragmentProgram(psProgram);
  317. return defaultShader;
  318. }
  319. }