6e8fbca745
match the genesis editor version 1.3.0.653.
626 lines
23 KiB
C++
626 lines
23 KiB
C++
/****************************************************************************
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "stdneb.h"
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#include "Material/materialinstance.h"
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#include "Renderable/Renderable.h"
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#include "GraphicRenderer.h"
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#include "GraphicSystem.h"
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namespace Graphic
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{
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uint GraphicRenderer::s_preShaderInstanceID = 0;
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uint GraphicRenderer::s_preShaderMaskID = (0xFFFFFFFF - 1);
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void* GraphicRenderer::s_pPreMaterialInstance = 0;
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__ImplementAbstractClass(GraphicRenderer,'GFGS',Core::RefCounted)
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GraphicRenderer::GraphicRenderer()
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{
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//empty
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}
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GraphicRenderer::~GraphicRenderer()
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{
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//empty
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}
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void GraphicRenderer::Setup()
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{
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//empty
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}
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void GraphicRenderer::SetGlobalVertexShaderConstant(const ShaderParam& sp)
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{
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GlobalMaterialParam* gsp = Material::GetGlobalMaterialParams();
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for ( SizeT i = eGShaderMatBegin; i < eGShaderMatEnd; ++i )//eGShaderMatMVP
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{
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Util::String paramName;
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Math::matrix44 matVal;
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gsp->GetMatrixParam(static_cast<GlobalMatrixParamIndex>(i),paramName,matVal);
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if (paramName == sp.GetName())
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{
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GraphicSystem::Instance()->SetVertexShaderConstantMatrixF(sp.GetRegister(), &matVal,1);
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return;
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}
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}
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for ( SizeT i = eGShaderVecBegin; i < eGShaderVecEnd; ++i )
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{
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Util::String paramName;
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Math::float4 vecVal;
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gsp->GetVectorParam(static_cast<GlobalVectorParamIndex>(i),paramName,vecVal);
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if (paramName == sp.GetName())
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{
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GraphicSystem::Instance()->SetVertexShaderConstantVectorF(sp.GetRegister(), &vecVal,1);
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return;
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}
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}
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for ( IndexT i = eGShaderTexBegin; i < eGShaderTexEnd; ++i )
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{
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Util::String paramName;
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RenderBase::TextureHandle texHandle;
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gsp->GetTextureParam(static_cast<GlobalTexParamIndex>(i),paramName,texHandle);
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if (paramName == sp.GetName() && texHandle.IsValid())
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{
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GraphicSystem::Instance()->SetTexture(sp.GetRegister(),texHandle);
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return;
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}
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}
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}
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void GraphicRenderer::SetGlobalPixelShaderConstant(const ShaderParam& sp)
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{
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GlobalMaterialParam* gsp = Material::GetGlobalMaterialParams();
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for ( SizeT i = eGShaderMatBegin; i < eGShaderMatEnd; ++i )
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{
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Util::String paramName;
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Math::matrix44 matVal;
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gsp->GetMatrixParam(static_cast<GlobalMatrixParamIndex>(i),paramName,matVal);
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if (paramName == sp.GetName())
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{
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GraphicSystem::Instance()->SetPixelShaderConstantMatrixF(sp.GetRegister(), &matVal,1);
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return;
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}
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}
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for ( SizeT i = eGShaderVecBegin; i < eGShaderVecEnd; ++i )
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{
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Util::String paramName;
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Math::float4 vecVal;
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gsp->GetVectorParam(static_cast<GlobalVectorParamIndex>(i),paramName,vecVal);
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if (paramName == sp.GetName())
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{
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GraphicSystem::Instance()->SetPixelShaderConstantVectorF(sp.GetRegister(), &vecVal,1);
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return;
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}
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}
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for ( IndexT i = eGShaderTexBegin; i < eGShaderTexEnd; ++i )
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{
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Util::String paramName;
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RenderBase::TextureHandle texHandle;
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gsp->GetTextureParam(static_cast<GlobalTexParamIndex>(i),paramName,texHandle);
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if (paramName == sp.GetName() && texHandle.IsValid())
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{
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GraphicSystem::Instance()->SetTexture(sp.GetRegister(),texHandle);
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return;
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}
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}
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}
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void GraphicRenderer::BeforeRender(const Renderable* renderable, RenderPassType passType, const Material* customizedMat)
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{
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const MaterialInstance* material_instance = renderable->GetMaterial();
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if (passType && material_instance && material_instance->GetTech()->IsTemplateTech())
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{
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const Util::Array< GPtr<MaterialPass> >& passList = material_instance->GetTech()->GetPassList();
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const GPtr<MaterialPass>& pass = passList[passType-1];
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const uint shaderMask = renderable->GetShaderMask((uint)passType);
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GraphicSystem::Instance()->SetShaderProgram(pass->GetGPUProgramHandle(shaderMask));
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if (s_preShaderInstanceID != material_instance->GetShaderInstanceID() || s_preShaderMaskID != shaderMask)
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{
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const Util::Array< GPtr<MaterialPass> >& passList = material_instance->GetTech()->GetPassList();
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const GPtr<MaterialPass>& pass = passList[passType-1];
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SetMaterialCommonParams(pass, shaderMask);
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s_preShaderInstanceID = material_instance->GetShaderInstanceID();
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}
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}
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else if (customizedMat)
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{
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const uint shaderMask = renderable->GetShaderMask((uint)passType);
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const GPtr<MaterialPass>& pass = customizedMat->GetTech()->GetDefaultPass();
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GraphicSystem::Instance()->SetShaderProgram(pass->GetGPUProgramHandle(shaderMask));
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if (s_preShaderInstanceID != customizedMat->GetShaderInstanceID() || s_preShaderMaskID != shaderMask )
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{
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const GPtr<MaterialPass>& pass = customizedMat->GetTech()->GetDefaultPass();
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SetMaterialCommonParams(pass, shaderMask);
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s_preShaderInstanceID = customizedMat->GetShaderInstanceID();
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return;
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}
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}
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else if (material_instance)
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{
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const uint shaderMask = renderable->GetShaderMask((uint)passType);
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const GPtr<MaterialPass>& pass = material_instance->GetTech()->GetDefaultPass();
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GraphicSystem::Instance()->SetShaderProgram(pass->GetGPUProgramHandle(shaderMask));
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if (s_preShaderInstanceID != material_instance->GetShaderInstanceID() || s_preShaderMaskID != shaderMask )
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{
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const GPtr<MaterialPass>& pass = material_instance->GetTech()->GetDefaultPass();
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SetMaterialCommonParams(pass, shaderMask);
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s_preShaderInstanceID = material_instance->GetShaderInstanceID();
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}
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}
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}
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void GraphicRenderer::SetMaterialParams(const MaterialParamList& mpl,const GPtr<MaterialPass>& pass, const uint& shaderMask)
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{
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#if 1
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ResetCache();
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GlobalMaterialParam* gsp = Material::GetGlobalMaterialParams();
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const GPtr<ShaderParamBindingMap>& bindings = pass->GetParamBindings(shaderMask);
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// vs
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{
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const MatParamBindings& globalbinds = bindings->GetGlobalBinding(SCT_VS);
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for ( IndexT globalIndex = 0; globalIndex < globalbinds.Size(); ++globalIndex )
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{
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MatParamBinding& global = globalbinds[globalIndex];
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if( global.bindIndex < eGShaderMatEnd )
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{
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const Math::matrix44& m = gsp->GetMatrixParam( static_cast<GlobalMatrixParamIndex>(global.bindIndex) );
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GraphicSystem::Instance()->SetVertexShaderConstantMatrixF(global.Regiter, &m,1);
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}
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else if ( global.bindIndex < eGShaderVecEnd )
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{
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Math::float4 vecVal = gsp->GetVectorParam( static_cast<GlobalVectorParamIndex>(global.bindIndex) );
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GraphicSystem::Instance()->SetVertexShaderConstantVectorF(global.Regiter, &vecVal,1);
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}
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else if ( global.bindIndex < eGShaderTexEnd )
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{
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RenderBase::TextureHandle texHandle = gsp->GetTextureParam( static_cast<GlobalTexParamIndex>(global.bindIndex) );
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if ( texHandle.IsValid() )
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{
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GraphicSystem::Instance()->SetTexture(global.Regiter,texHandle);
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}
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}
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}
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const MatParamBindings& localbinds = bindings->GetLocalBinding(SCT_VS);
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for ( IndexT localIndex = 0; localIndex < localbinds.Size(); ++localIndex )
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{
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MatParamBinding& localbind = localbinds[localIndex];
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SetVSBindingShadersOrTextures( localbind.Regiter, mpl[localbind.bindIndex] );
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}
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}
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// ps
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{
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const MatParamBindings& globalbinds = bindings->GetGlobalBinding(SCT_PS);
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for ( IndexT globalIndex = 0; globalIndex < globalbinds.Size(); ++globalIndex )
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{
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MatParamBinding& global = globalbinds[globalIndex];
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if( global.bindIndex < eGShaderMatEnd )
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{
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const Math::matrix44& m = gsp->GetMatrixParam( static_cast<GlobalMatrixParamIndex>(global.bindIndex) );
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GraphicSystem::Instance()->SetPixelShaderConstantMatrixF(global.Regiter, &m,1);
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}
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else if ( global.bindIndex < eGShaderVecEnd )
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{
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Math::float4 vecVal = gsp->GetVectorParam( static_cast<GlobalVectorParamIndex>(global.bindIndex) );
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GraphicSystem::Instance()->SetPixelShaderConstantVectorF(global.Regiter, &vecVal,1);
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}
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else if ( global.bindIndex < eGShaderTexEnd )
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{
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RenderBase::TextureHandle texHandle = gsp->GetTextureParam( static_cast<GlobalTexParamIndex>(global.bindIndex) );
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if ( texHandle.IsValid() )
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{
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GraphicSystem::Instance()->SetTexture(global.Regiter,texHandle);
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}
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}
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}
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const MatParamBindings& localbinds = bindings->GetLocalBinding(SCT_PS);
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for ( IndexT localIndex = 0; localIndex < localbinds.Size(); ++localIndex )
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{
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MatParamBinding& localbind = localbinds[localIndex];
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SetPSBindingShadersOrTextures( localbind.Regiter, mpl[localbind.bindIndex] );
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}
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}
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#else // bind by string . old and slow
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const GPtr<ShaderParamBindingMap>& bindings = pass->GetParamBindings(shaderMask);
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if(mpl.IsEmpty())
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{
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MaterialParam dummymp;
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FindBindingRegister(&dummymp,bindings->GetShaderParamBindingList() );
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}
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else
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{
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for (SizeT i = 0; i < mpl.Size(); ++i)
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{
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FindBindingRegister(mpl[i],bindings->GetShaderParamBindingList() );
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}
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}
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#endif
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}
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void GraphicRenderer::SetMaterialCommonParams(const GPtr<MaterialPass>& pass, const uint& shaderMask)
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{
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GlobalMaterialParam* gsp = Material::GetGlobalMaterialParams();
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const GPtr<ShaderParamBindingMap>& bindings = pass->GetParamBindings(shaderMask);
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// vs
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{
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const MatParamBindings& globalbinds = bindings->GetGlobalBinding(SCT_VS);
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const GlobalBindingInfo& globalInfo = bindings->GetGlobalBindingInfo(SCT_VS);
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for (IndexT index = 0; index < globalInfo.MatCommonEnd; ++index)
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{
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MatParamBinding& global = globalbinds[index];
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const Math::matrix44& m = gsp->GetMatrixParam( static_cast<GlobalMatrixParamIndex>(global.bindIndex) );
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GraphicSystem::Instance()->SetVertexShaderConstantMatrixF(global.Regiter, &m,1);
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}
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for (IndexT index = globalInfo.VecCommonBegin; index < globalInfo.VecCommonEnd; ++index)
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{
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MatParamBinding& global = globalbinds[index];
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Math::float4 vecVal = gsp->GetVectorParam( static_cast<GlobalVectorParamIndex>(global.bindIndex) );
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GraphicSystem::Instance()->SetVertexShaderConstantVectorF(global.Regiter, &vecVal,1);
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}
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}
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// ps
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{
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const MatParamBindings& globalbinds = bindings->GetGlobalBinding(SCT_PS);
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const GlobalBindingInfo& globalInfo = bindings->GetGlobalBindingInfo(SCT_PS);
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for (IndexT index = 0; index < globalInfo.MatCommonEnd; ++index)
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{
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MatParamBinding& global = globalbinds[index];
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const Math::matrix44& m = gsp->GetMatrixParam( static_cast<GlobalMatrixParamIndex>(global.bindIndex) );
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GraphicSystem::Instance()->SetPixelShaderConstantMatrixF(global.Regiter,&m,1);
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}
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for (IndexT index = globalInfo.VecCommonBegin; index < globalInfo.VecCommonEnd; ++index)
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{
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MatParamBinding& global = globalbinds[index];
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Math::float4 vecVal = gsp->GetVectorParam( static_cast<GlobalVectorParamIndex>(global.bindIndex) );
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GraphicSystem::Instance()->SetPixelShaderConstantVectorF(global.Regiter, &vecVal,1);
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}
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}
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}
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void GraphicRenderer::SetMaterialCustomParams(const Material* material, Graphic::RenderPassType surType, const uint& shaderMask)
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{
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const Util::Array< GPtr<MaterialPass> >& passList = material->GetTech()->GetPassList();
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const GPtr<MaterialPass>& pass = passList[surType-1];
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SetMaterialCustomParams(material->GetParamList(), pass, shaderMask);
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GraphicSystem::Instance()->SetRenderState(pass->GetRenderStateObject(), shaderMask);
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}
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void GraphicRenderer::SetMaterialCustomParams(const MaterialParamList& mpl,const GPtr<MaterialPass>& pass, const uint& shaderMask)
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{
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GlobalMaterialParam* gsp = Material::GetGlobalMaterialParams();
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const GPtr<ShaderParamBindingMap>& bindings = pass->GetParamBindings(shaderMask);
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// vs
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{
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const MatParamBindings& globalbinds = bindings->GetGlobalBinding(SCT_VS);
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const GlobalBindingInfo& globalInfo = bindings->GetGlobalBindingInfo(SCT_VS);
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for (IndexT index = globalInfo.MatCustomBegin; index < globalInfo.MatCustomEnd; ++index)
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{
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MatParamBinding& global = globalbinds[index];
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const Math::matrix44& m = gsp->GetMatrixParam( static_cast<GlobalMatrixParamIndex>(global.bindIndex) );
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GraphicSystem::Instance()->SetVertexShaderConstantMatrixF(global.Regiter, &m,1);
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}
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for (IndexT index = globalInfo.VecCustomBegin; index < globalInfo.VecCustomEnd; ++index)
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{
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MatParamBinding& global = globalbinds[index];
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Math::float4 vecVal = gsp->GetVectorParam( static_cast<GlobalVectorParamIndex>(global.bindIndex) );
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GraphicSystem::Instance()->SetVertexShaderConstantVectorF(global.Regiter, &vecVal,1);
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}
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for (IndexT index = globalInfo.TexBegin; index < globalbinds.Size(); ++index)
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{
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MatParamBinding& global = globalbinds[index];
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RenderBase::TextureHandle texHandle = gsp->GetTextureParam( static_cast<GlobalTexParamIndex>(global.bindIndex) );
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if ( texHandle.IsValid() )
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{
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GraphicSystem::Instance()->SetTexture(global.Regiter,texHandle);
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}
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}
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const MatParamBindings& localbinds = bindings->GetLocalBinding(SCT_VS);
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for ( IndexT localIndex = 0; localIndex < localbinds.Size(); ++localIndex )
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{
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MatParamBinding& localbind = localbinds[localIndex];
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SetVSBindingShadersOrTextures( localbind.Regiter, mpl[localbind.bindIndex] );
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}
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}
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// ps
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{
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const MatParamBindings& globalbinds = bindings->GetGlobalBinding(SCT_PS);
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const GlobalBindingInfo& globalInfo = bindings->GetGlobalBindingInfo(SCT_PS);
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for (IndexT index = globalInfo.MatCustomBegin; index < globalInfo.MatCustomEnd; ++index)
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{
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MatParamBinding& global = globalbinds[index];
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const Math::matrix44& m = gsp->GetMatrixParam( static_cast<GlobalMatrixParamIndex>(global.bindIndex) );
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GraphicSystem::Instance()->SetPixelShaderConstantMatrixF(global.Regiter, &m,1);
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}
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for (IndexT index = globalInfo.VecCustomBegin; index < globalInfo.VecCustomEnd; ++index)
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{
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MatParamBinding& global = globalbinds[index];
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Math::float4 vecVal = gsp->GetVectorParam( static_cast<GlobalVectorParamIndex>(global.bindIndex) );
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GraphicSystem::Instance()->SetPixelShaderConstantVectorF(global.Regiter, &vecVal,1);
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}
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for (IndexT index = globalInfo.TexBegin; index < globalbinds.Size(); ++index)
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{
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MatParamBinding& global = globalbinds[index];
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RenderBase::TextureHandle texHandle = gsp->GetTextureParam( static_cast<GlobalTexParamIndex>(global.bindIndex) );
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if ( texHandle.IsValid() )
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{
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GraphicSystem::Instance()->SetTexture(global.Regiter,texHandle);
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}
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}
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const MatParamBindings& localbinds = bindings->GetLocalBinding(SCT_PS);
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for ( IndexT localIndex = 0; localIndex < localbinds.Size(); ++localIndex )
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{
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MatParamBinding& localbind = localbinds[localIndex];
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SetPSBindingShadersOrTextures( localbind.Regiter, mpl[localbind.bindIndex] );
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}
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}
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}
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void GraphicRenderer::_SetMaterialCustomParamsOfGlobalBuffer(const Material* material, Graphic::RenderPassType surType, const uint& shaderMask)
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{
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GlobalMaterialParam* gsp = Material::GetGlobalMaterialParams();
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const Util::Array< GPtr<MaterialPass> >& passList = material->GetTech()->GetPassList();
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const GPtr<MaterialPass>& pass = passList[surType-1];
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const GPtr<ShaderParamBindingMap>& bindings = pass->GetParamBindings(shaderMask);
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// vs
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{
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const MatParamBindings& globalbinds = bindings->GetGlobalBinding(SCT_VS);
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const GlobalBindingInfo& globalInfo = bindings->GetGlobalBindingInfo(SCT_VS);
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for (IndexT index = globalInfo.MatCustomBegin; index < globalInfo.MatCustomEnd; ++index)
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{
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MatParamBinding& global = globalbinds[index];
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const Math::matrix44& m = gsp->GetMatrixParam( static_cast<GlobalMatrixParamIndex>(global.bindIndex) );
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GraphicSystem::Instance()->SetVertexShaderConstantMatrixF(global.Regiter, &m,1);
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}
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for (IndexT index = globalInfo.VecCustomBegin; index < globalInfo.VecCustomEnd; ++index)
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{
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MatParamBinding& global = globalbinds[index];
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Math::float4 vecVal = gsp->GetVectorParam( static_cast<GlobalVectorParamIndex>(global.bindIndex) );
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GraphicSystem::Instance()->SetVertexShaderConstantVectorF(global.Regiter, &vecVal,1);
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}
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for (IndexT index = globalInfo.TexBegin; index < globalbinds.Size(); ++index)
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{
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MatParamBinding& global = globalbinds[index];
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RenderBase::TextureHandle texHandle = gsp->GetTextureParam( static_cast<GlobalTexParamIndex>(global.bindIndex) );
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if ( texHandle.IsValid() )
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{
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GraphicSystem::Instance()->SetTexture(global.Regiter,texHandle);
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}
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}
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}
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// ps
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{
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const MatParamBindings& globalbinds = bindings->GetGlobalBinding(SCT_PS);
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const GlobalBindingInfo& globalInfo = bindings->GetGlobalBindingInfo(SCT_PS);
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for (IndexT index = globalInfo.MatCustomBegin; index < globalInfo.MatCustomEnd; ++index)
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{
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MatParamBinding& global = globalbinds[index];
|
|
const Math::matrix44& m = gsp->GetMatrixParam( static_cast<GlobalMatrixParamIndex>(global.bindIndex) );
|
|
GraphicSystem::Instance()->SetPixelShaderConstantMatrixF(global.Regiter, &m,1);
|
|
}
|
|
for (IndexT index = globalInfo.VecCustomBegin; index < globalInfo.VecCustomEnd; ++index)
|
|
{
|
|
MatParamBinding& global = globalbinds[index];
|
|
Math::float4 vecVal = gsp->GetVectorParam( static_cast<GlobalVectorParamIndex>(global.bindIndex) );
|
|
GraphicSystem::Instance()->SetPixelShaderConstantVectorF(global.Regiter, &vecVal,1);
|
|
}
|
|
for (IndexT index = globalInfo.TexBegin; index < globalbinds.Size(); ++index)
|
|
{
|
|
MatParamBinding& global = globalbinds[index];
|
|
RenderBase::TextureHandle texHandle = gsp->GetTextureParam( static_cast<GlobalTexParamIndex>(global.bindIndex) );
|
|
if ( texHandle.IsValid() )
|
|
{
|
|
GraphicSystem::Instance()->SetTexture(global.Regiter,texHandle);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void GraphicRenderer::RenderForward(Graphic::RenderPassType surType, const Renderable* renderalbe, const RenderBase::PrimitiveHandle& primHandle,
|
|
IndexT firstVertex, SizeT numVertex, IndexT firstIndex, SizeT numIndex, const Material* customed)
|
|
{
|
|
_SetMaterialCustomParams(renderalbe, customed, surType);
|
|
GraphicSystem::Instance()->DrawPrimitive(primHandle,firstVertex,numVertex,firstIndex,numIndex );
|
|
}
|
|
void GraphicRenderer::RenderForward(Graphic::RenderPassType surType, const Renderable* renderalbe, const RenderBase::PrimitiveHandle& primHandle, const Material* customed)
|
|
{
|
|
_SetMaterialCustomParams(renderalbe, customed, surType);
|
|
GraphicSystem::Instance()->DrawPrimitive(primHandle);
|
|
}
|
|
|
|
void GraphicRenderer::_SetMaterialCustomParams(const Renderable* renderalbe, const Material* customed, Graphic::RenderPassType surType)
|
|
{
|
|
const uint shaderMask = renderalbe->GetShaderMask((uint)surType);
|
|
|
|
if (customed)
|
|
{
|
|
SetMaterialCustomParams(customed, surType, shaderMask);
|
|
s_pPreMaterialInstance = 0;
|
|
}
|
|
else if (s_pPreMaterialInstance != renderalbe->GetMaterial() || s_preShaderMaskID != shaderMask)
|
|
{
|
|
SetMaterialCustomParams(renderalbe->GetMaterial(), surType, shaderMask);
|
|
s_pPreMaterialInstance = renderalbe->GetMaterial();
|
|
s_preShaderMaskID = shaderMask;
|
|
}
|
|
else
|
|
{
|
|
_SetMaterialCustomParamsOfGlobalBuffer(renderalbe->GetMaterial(), surType, shaderMask);
|
|
}
|
|
}
|
|
|
|
|
|
void GraphicRenderer::FindBindingRegister(MaterialParam* mpl, const ShaderParamBindingList& binding)
|
|
{
|
|
// vs
|
|
{
|
|
const ShaderParamList& spl = binding[SCT_VS];
|
|
for (SizeT i = 0; i < spl.Size(); ++i)
|
|
{
|
|
if( spl[i].GetName() == mpl->GetName() )
|
|
{
|
|
SetVSBindingShadersOrTextures(spl[i].GetRegister(),mpl);
|
|
}
|
|
else
|
|
{
|
|
SetGlobalVertexShaderConstant(spl[i]);
|
|
}
|
|
}
|
|
}
|
|
|
|
// ps
|
|
{
|
|
const ShaderParamList& spl = binding[SCT_PS];
|
|
for (SizeT i = 0; i < spl.Size(); ++i)
|
|
{
|
|
if( spl[i].GetName() == mpl->GetName() )
|
|
{
|
|
SetPSBindingShadersOrTextures(spl[i].GetRegister(),mpl);
|
|
}
|
|
else
|
|
{
|
|
SetGlobalPixelShaderConstant(spl[i]);
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
void GraphicRenderer::SetVSBindingShadersOrTextures(int reg,MaterialParam* mpl)
|
|
{
|
|
switch (mpl->GetType())
|
|
{
|
|
case eShaderParamMatrix :
|
|
GraphicSystem::Instance()->SetVertexShaderConstantMatrixF(reg,&(static_cast<MaterialParamMatrix*>(mpl)->GetValue()),1);
|
|
break;
|
|
case eShaderParamVector :
|
|
GraphicSystem::Instance()->SetVertexShaderConstantVectorF(reg,&(static_cast<MaterialParamVector*>(mpl)->GetValue()),1);
|
|
break;
|
|
case eShaderParamFloat :
|
|
GraphicSystem::Instance()->SetVertexShaderConstantFloat(reg,(static_cast<MaterialParamFloat*>(mpl)->GetValue()));
|
|
break;
|
|
case eShaderParamTexture1D :
|
|
GraphicSystem::Instance()->SetTexture(reg,static_cast<MaterialParamTex1D*>(mpl)->GetHandle());
|
|
break;
|
|
case eShaderParamTexture2D :
|
|
GraphicSystem::Instance()->SetTexture(reg,static_cast<MaterialParamTex2D*>(mpl)->GetHandle());
|
|
break;
|
|
case eShaderParamTexture3D :
|
|
GraphicSystem::Instance()->SetTexture(reg,static_cast<MaterialParamTex3D*>(mpl)->GetHandle());
|
|
break;
|
|
case eShaderParamTextureCUBE :
|
|
GraphicSystem::Instance()->SetTexture(reg,static_cast<MaterialParamTexCube*>(mpl)->GetHandle());
|
|
break;
|
|
default:
|
|
n_error("no matching shader param type found!\n");
|
|
}
|
|
|
|
}
|
|
|
|
void GraphicRenderer::SetPSBindingShadersOrTextures(int reg,MaterialParam* mpl)
|
|
{
|
|
switch (mpl->GetType())
|
|
{
|
|
case eShaderParamFloat :
|
|
GraphicSystem::Instance()->SetPixelShaderConstantFloat(reg,(static_cast<MaterialParamFloat*>(mpl)->GetValue()));
|
|
break;
|
|
case eShaderParamVector :
|
|
GraphicSystem::Instance()->SetPixelShaderConstantVectorF(reg,&(static_cast<MaterialParamVector*>(mpl)->GetValue()),1);
|
|
break;
|
|
case eShaderParamMatrix :
|
|
GraphicSystem::Instance()->SetPixelShaderConstantMatrixF(reg,&(static_cast<MaterialParamMatrix*>(mpl)->GetValue()),1);
|
|
break;
|
|
case eShaderParamTexture1D :
|
|
GraphicSystem::Instance()->SetTexture(reg,static_cast<MaterialParamTex1D*>(mpl)->GetHandle());
|
|
break;
|
|
case eShaderParamTexture2D :
|
|
GraphicSystem::Instance()->SetTexture(reg,static_cast<MaterialParamTex2D*>(mpl)->GetHandle());
|
|
break;
|
|
case eShaderParamTexture3D :
|
|
GraphicSystem::Instance()->SetTexture(reg,static_cast<MaterialParamTex3D*>(mpl)->GetHandle());
|
|
break;
|
|
case eShaderParamTextureCUBE :
|
|
GraphicSystem::Instance()->SetTexture(reg,static_cast<MaterialParamTexCube*>(mpl)->GetHandle());
|
|
break;
|
|
default:
|
|
n_error("no matching type found!\n");
|
|
}
|
|
|
|
}
|
|
|
|
}
|