#include "DefaultRenderer.h" #include "Resources.h" #include "../Definitions/GraphicalDefinition.h" #include "../Model/ModelInfo.h" #include "../DllInterfaces/GFXAPI.h" #include #include namespace Oyster { namespace Graphics { namespace Render { Definitions::Pointlight pl; void DefaultRenderer::NewFrame(Oyster::Math::Float4x4 View, Oyster::Math::Float4x4 Projection, Definitions::Pointlight* Lights, int numLights) { Preparations::Basic::ClearBackBuffer(Oyster::Math::Float4(0,0,0,0)); Preparations::Basic::ClearDepthStencil(Resources::Gui::depth); Preparations::Basic::ClearRTV(Resources::GBufferRTV,Resources::GBufferSize,Math::Float4(0,0,0,0)); Lights[1]; 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::Light::LightConstantsData.Map(); memcpy(data, &lc, sizeof(Definitions::LightConstants)); Resources::Light::LightConstantsData.Unmap(); data = Resources::Light::PointLightsData.Map(); memcpy(data, Lights, sizeof(Definitions::Pointlight) * numLights); Resources::Light::PointLightsData.Unmap(); for(auto i = Render::Resources::RenderData.begin(); i != Render::Resources::RenderData.end(); i++ ) { (*i).second->Models=0; } } void DefaultRenderer::RenderScene(Model::Model* models, int count, Math::Matrix View, Math::Matrix Projection, float deltaTime) { for(int i = 0; i < count; ++i) { if(&models[i] == NULL || !models[i].Visible) continue; Model::ModelInfo* info = models[i].info; if(!info->Animated) { Definitions::RenderInstanceData rid; Math::Float3x3 normalTransform; normalTransform = Math::Float3x3(models[i].WorldMatrix.v[0].xyz, models[i].WorldMatrix.v[1].xyz, models[i].WorldMatrix.v[2].xyz); normalTransform.Transpose().Invert(); Math::Matrix m = Math::Matrix(Math::Vector4(normalTransform.v[0],0.0f), Math::Vector4(normalTransform.v[1],0.0f), Math::Vector4(normalTransform.v[2],0.0f), Math::Vector4(0.0f)); rid.WV = View * m; rid.WVP = Projection * View * models[i].WorldMatrix; rid.Tint = models[i].Tint; rid.GTint = models[i].GlowTint; Resources::RenderData[info]->rid[Resources::RenderData[info]->Models++] = rid; } else { Definitions::PerModel pm; Math::Float3x3 normalTransform; normalTransform = Math::Float3x3(models[i].WorldMatrix.v[0].xyz, models[i].WorldMatrix.v[1].xyz, models[i].WorldMatrix.v[2].xyz); normalTransform.Transpose().Invert(); Math::Matrix m = Math::Matrix(Math::Vector4(normalTransform.v[0],0.0f), Math::Vector4(normalTransform.v[1],0.0f), Math::Vector4(normalTransform.v[2],0.0f), Math::Vector4(0.0f)); pm.WV = View * m; pm.WVP = Projection * View * models[i].WorldMatrix; Model::ModelInfo* info = models[i].info; Definitions::AnimationData am; //final if(info->Animated && models[i].Animation.AnimationPlaying != NULL) { models[i].Animation.AnimationTime += deltaTime; ////store inverse absolut transform Math::Matrix SkinTransform[100]; Math::Matrix BoneAnimated[100]; Math::Matrix BoneAbsAnimated[100]; for(int b = 0; b BoneCount; ++b) { Model::Bone Bone = info->bones[b]; SkinTransform[b] = Bone.Absolute.GetInverse(); BoneAnimated[b] = Bone.Relative; BoneAbsAnimated[b] = Bone.Absolute; } int b = 0; Model::Animation A = *models[i].Animation.AnimationPlaying; while(models[i].Animation.AnimationTime>A.duration && models[i].Animation.LoopAnimation) models[i].Animation.AnimationTime -= (float)A.duration; float position = models[i].Animation.AnimationTime; for(int b = 0; b < A.Bones;++b) { //find current frame int nrOfFrames = A.Frames[b]; Model::Frame PFrame = A.Keyframes[b][nrOfFrames-1]; Model::Frame NFrame = A.Keyframes[b][nrOfFrames-1]; bool FrameFound = false; for (int i = 0; i < nrOfFrames; i++) { if(position < A.Keyframes[b][i].time) { PFrame = A.Keyframes[b][i-1]; NFrame = A.Keyframes[b][i]; break; } } float denominator = (float)(NFrame.time - PFrame.time); if(denominator == 0) { BoneAnimated[PFrame.bone.Parent] = PFrame.bone.Relative; continue; } float inter = (float)((position - PFrame.time) / denominator); Math3D::InterpolateOrientation_UsingNonRigidNlerp(PFrame.bone.Relative,NFrame.bone.Relative,inter, BoneAnimated[PFrame.bone.Parent]); } ////calculate Absolute Animation Transform for(int b = 0; b < info->BoneCount; ++b) { BoneAbsAnimated[b] = BoneAbsAnimated[info->bones[b].Parent] * BoneAnimated[b]; } //write data to am for(int b = 0; b < info->BoneCount; ++b) { am.AnimatedData[b] = (BoneAbsAnimated[b] * SkinTransform[b]); } void *data = Resources::Gather::AnimationData.Map(); memcpy(data,&am,sizeof(Definitions::AnimationData)); Resources::Gather::AnimationData.Unmap(); pm.Animated = 1; } else pm.Animated = 0; void* data = Resources::Gather::ModelData.Map(); memcpy(data,&(pm),sizeof(pm)); Resources::Gather::ModelData.Unmap(); Definitions::TintData td; td.GlowTint = models[i].GlowTint; td.Tint = models[i].Tint; td.PAD = 0; td.PAD2 = 0; int s = sizeof(Definitions::TintData); data = Render::Resources::Color.Map(); memcpy(data,&td,sizeof(Definitions::TintData)); Render::Resources::Color.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 BlurGlow() { Definitions::BlurrData bd; bd.BlurMask = Math::Float4(1,1,1,1); bd.StopX = (UINT)Core::resolution.x/2; bd.StopY = (UINT)Core::resolution.y; bd.StartX = 0; bd.StartY = (UINT)Core::resolution.y/2; void* data = Resources::Blur::Data.Map(); memcpy(data,&bd,sizeof(Definitions::BlurrData)); Resources::Blur::Data.Unmap(); Core::PipelineManager::SetRenderPass(Resources::Blur::HorPass); Core::deviceContext->Dispatch((UINT)((Core::resolution.x/2 + 127U) / 128U), (UINT)(Core::resolution.y/2), 1); Core::PipelineManager::SetRenderPass(Resources::Blur::VertPass); Core::deviceContext->Dispatch((UINT)(Core::resolution.x/2), (UINT)((Core::resolution.y/2 + 127U) / 128U), 1); } void BlurSSAO() { Definitions::BlurrData bd; bd.BlurMask = Math::Float4(0,0,0,1); bd.StopX = (UINT)Core::resolution.x/2; bd.StopY = (UINT)Core::resolution.y/2; bd.StartX = 0; bd.StartY = 0; void* data = Resources::Blur::Data.Map(); memcpy(data,&bd,sizeof(Definitions::BlurrData)); Resources::Blur::Data.Unmap(); Core::PipelineManager::SetRenderPass(Resources::Blur::HorPass); Core::deviceContext->Dispatch((UINT)((Core::resolution.x/2 + 127U) / 128U), (UINT)(Core::resolution.y/2), 1); Core::PipelineManager::SetRenderPass(Resources::Blur::VertPass); Core::deviceContext->Dispatch((UINT)(Core::resolution.x/2), (UINT)((Core::resolution.y/2 + 127U) / 128U), 1); } void RenderModel(Model::ModelInfo* info, Definitions::RenderInstanceData* rid , int count) { if(info->Material.size()) { Core::deviceContext->PSSetShaderResources(0,(UINT)info->Material.size(),&(info->Material[0])); } info->Vertices->Apply(); if(info->Indexed) { info->Indecies->Apply(); } void* data = Resources::Gather::InstancedData.Map(); memcpy(data, rid, sizeof(Definitions::RenderInstanceData)*count); Resources::Gather::InstancedData.Unmap(); if(info->Indexed) { Core::deviceContext->DrawIndexedInstanced(info->IndexCount,count,0,0,0); //Core::deviceContext->DrawIndexed(info->IndexCount,0,0); } else { Core::deviceContext->DrawInstanced(info->VertexCount,count,0,0); //Core::deviceContext->Draw(info->VertexCount,0); } } void DefaultRenderer::EndFrame() { Core::PipelineManager::SetRenderPass(Graphics::Render::Resources::Gather::InstancedPass); Resources::Gather::InstancedData.Apply(1); for(auto i = Render::Resources::RenderData.begin(); i != Render::Resources::RenderData.end(); i++ ) { for(int m = 0; m <(*i).second->Models; ++m) { RenderModel((*i).first,(*i).second->rid, (*i).second->Models); } } Core::PipelineManager::SetRenderPass(Resources::Light::Pass); Core::deviceContext->Dispatch((UINT)((Core::resolution.x + 15U) / 16U), (UINT)((Core::resolution.y + 15U) / 16U), 1); BlurGlow(); BlurSSAO(); Core::PipelineManager::SetRenderPass(Resources::Post::Pass); Core::deviceContext->Dispatch((UINT)((Core::resolution.x + 15U) / 16U), (UINT)((Core::resolution.y + 15U) / 16U), 1); Core::swapChain->Present(0,0); } } } }