BsStaticRenderableHandler.h 2.7 KB

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  1. #pragma once
  2. #include "BsRenderBeastPrerequisites.h"
  3. #include "BsRenderableHandler.h"
  4. #include "BsGpuParamDesc.h"
  5. #include "BsGpuParam.h"
  6. #include "BsRenderableElement.h"
  7. namespace BansheeEngine
  8. {
  9. /**
  10. * @brief Renderable handler that manages initializing, updating and
  11. * rendering of static renderable objects.
  12. */
  13. class BS_BSRND_EXPORT StaticRenderableHandler : public RenderableHandler
  14. {
  15. public:
  16. /**
  17. * @brief Contains lit tex renderable data unique for each object.
  18. */
  19. struct PerObjectData
  20. {
  21. GpuParamMat4Core wvpParam;
  22. GpuParamMat4Core wParam;
  23. Vector<RenderableElement::BufferBindInfo> perObjectBuffers;
  24. };
  25. StaticRenderableHandler();
  26. /**
  27. * @copydoc RenderableController::initializeRenderElem
  28. */
  29. void initializeRenderElem(RenderableElement& element) override;
  30. /**
  31. * @copydoc RenderableController::bindPerObjectBuffers
  32. */
  33. void bindPerObjectBuffers(const RenderableElement& element) override;
  34. /**
  35. * @brief Updates global per frame parameter buffers with new values.
  36. * To be called at the start of every frame.
  37. */
  38. void updatePerFrameBuffers(float time);
  39. /**
  40. * @brief Updates global per frame parameter buffers with new values.
  41. * To be called at the start of rendering for every camera.
  42. */
  43. void updatePerCameraBuffers(const Matrix4& vpMatrix, const Matrix4& vMatrix, const Matrix4& pMatrix, const Vector3& viewDir);
  44. /**
  45. * @brief Updates object specific parameter buffers with new values.
  46. * To be called whenever object specific values change.
  47. */
  48. void updatePerObjectBuffers(RenderableElement& element, const Matrix4& worldMatrix, const Matrix4& wvpMatrix);
  49. protected:
  50. /**
  51. * @brief Creates a new default shader used for lit textured renderables.
  52. * It is used for matching custom shaders and determining if they
  53. * comply with lit textured renderable requirements.
  54. */
  55. SPtr<ShaderCore> createDefaultShader();
  56. SPtr<ShaderCore> defaultShader;
  57. GpuParamBlockDesc staticParamBlockDesc;
  58. GpuParamBlockDesc perFrameParamBlockDesc;
  59. GpuParamBlockDesc perCameraParamBlockDesc;
  60. GpuParamBlockDesc perObjectParamBlockDesc;
  61. GpuParamDataDesc timeParamDesc;
  62. GpuParamDataDesc wvpParamDesc;
  63. GpuParamDataDesc vpParamDesc;
  64. GpuParamDataDesc wParamDesc;
  65. GpuParamDataDesc vParamDesc;
  66. GpuParamDataDesc pParamDesc;
  67. GpuParamDataDesc viewDirParamDesc;
  68. SPtr<GpuParamBlockBufferCore> perFrameParamBuffer;
  69. SPtr<GpuParamBlockBufferCore> perCameraParamBuffer;
  70. SPtr<GpuParamBlockBufferCore> perObjectParamBuffer;
  71. SPtr<GpuParamsCore> perFrameParams;
  72. SPtr<GpuParamsCore> perCameraParams;
  73. GpuParamVec3Core viewDirParam;
  74. GpuParamMat4Core viewProjMatParam;
  75. GpuParamMat4Core viewMatParam;
  76. GpuParamMat4Core projMatParam;
  77. GpuParamFloatCore timeParam;
  78. };
  79. }