#include "Render.h" #include "../Resources/Deffered.h" #include "../../Definitions/GraphicalDefinition.h" #include "../../Model/ModelInfo.h" #include #include namespace Oyster { namespace Graphics { namespace Render { namespace Rendering { Definitions::Pointlight pl; void Basic::NewFrame(Oyster::Math::Float4x4 View, Oyster::Math::Float4x4 Projection, Definitions::Pointlight* Lights, int numLights) { Preparations::Basic::ClearBackBuffer(Oyster::Math::Float4(1,0,0,1)); Preparations::Basic::ClearRTV(Resources::Deffered::GBufferRTV,Resources::Deffered::GBufferSize,Math::Float4(0,0,0,1)); Core::PipelineManager::SetRenderPass(Graphics::Render::Resources::Deffered::GeometryPass); void* data; Definitions::LightConstants lc; lc.InvProj = Projection.GetInverse(); lc.Pixels = Core::resolution; lc.Lights = numLights; lc.View = View; lc.Proj = Projection; lc.SSAORadius = 3; data = Resources::Deffered::LightConstantsData.Map(); memcpy(data, &lc, sizeof(Definitions::LightConstants)); Resources::Deffered::LightConstantsData.Unmap(); data = Resources::Deffered::PointLightsData.Map(); memcpy(data, Lights, sizeof(Definitions::Pointlight) * numLights); Resources::Deffered::PointLightsData.Unmap(); } void Basic::RenderScene(Model::Model* models, int count, Math::Matrix View, Math::Matrix Projection) { for(int i = 0; i < count; ++i) { if(&models[i] == NULL) continue; if(models[i].Visible) { Definitions::PerModel pm; pm.WV = View * models[i].WorldMatrix; pm.WVP = Projection * pm.WV; void* data = Resources::Deffered::ModelData.Map(); memcpy(data,&(pm),sizeof(pm)); Resources::Deffered::ModelData.Unmap(); Model::ModelInfo* info = (Model::ModelInfo*)models[i].info; Definitions::AnimationData am; if(info->Animated && models[i].AnimationPlaying != -1) { Definitions::AnimationData am2; //write default data for (int b = 0; b < info->BoneCount; b++) { am2.animatedData[b] = info->bones[b].Transform; } //loop bones in animation am.Animated = 1; for(int x = 0; x < info->Animations[models[i].AnimationPlaying].Bones; ++x) { Model::Frame Prev, Next; //loop frame per bone for(int y = 0; y < info->Animations[models[i].AnimationPlaying].Frames[x]; ++y) { ///TODO replace with binary search? Model::Frame f = info->Animations[models[i].AnimationPlaying].Keyframes[x][y]; //if we hit frame if(models[i].AnimationTime == f.time) { Prev = f; Next = f; break; } //if time is larger than frame time, store frames if(models[i].AnimationTime < f.time) { Next = f; Prev = info->Animations[models[i].AnimationPlaying].Keyframes[x][y-1]; break; } } //calculate interpolated bone position //rebase model time to between prev and next float interpoation =(models[i].AnimationTime - Prev.time) / (Next.time - Prev.time); //interpolate Math::Matrix Interpolated = Prev.bone.Transform; //write magic to animated data am2.animatedData[Prev.bone.Parent] = Interpolated * am2.animatedData[info->bones[Prev.bone.Parent].Parent]; //sneaky write do correct data buffer am.animatedData[x] = am2.animatedData[Prev.bone.Parent].GetInverse() * info->bones[Prev.bone.Parent].Transform; } } else am.Animated = 0; data = Resources::Deffered::AnimationData.Map(); memcpy(data,&am,sizeof(Definitions::AnimationData)); Resources::Deffered::AnimationData.Unmap(); if(info->Material.size()) { Core::deviceContext->PSSetShaderResources(0,(UINT)info->Material.size(),&(info->Material[0])); } info->Vertices->Apply(); if(info->Indexed) { info->Indecies->Apply(); Oyster::Graphics::Core::deviceContext->DrawIndexed(info->IndexCount,0,0); } else { Oyster::Graphics::Core::deviceContext->Draw(info->VertexCount,0); } } } } void Basic::EndFrame() { Core::PipelineManager::SetRenderPass(Resources::Deffered::LightPass); Core::deviceContext->Dispatch((UINT)((Core::resolution.x + 15U) / 16U), (UINT)((Core::resolution.y + 15U) / 16U), 1); Core::PipelineManager::SetRenderPass(Resources::Deffered::PostPass); Core::deviceContext->Dispatch((UINT)((Core::resolution.x + 15U) / 16U), (UINT)((Core::resolution.y + 15U) / 16U), 1); Core::swapChain->Present(0,0); } } } } }