198 lines
6.3 KiB
C++
198 lines
6.3 KiB
C++
#include "Render.h"
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#include "../Resources/Deffered.h"
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#include "../../Definitions/GraphicalDefinition.h"
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#include "../../Model/ModelInfo.h"
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#include "../../DllInterfaces/GFXAPI.h"
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#include <map>
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#include <vector>
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namespace Oyster
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{
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namespace Graphics
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{
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namespace Render
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{
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namespace Rendering
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{
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Definitions::Pointlight pl;
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Model::Model* Basic::cube = NULL;
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Model::Model* Basic::cube2 = NULL;
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void Basic::NewFrame(Oyster::Math::Float4x4 View, Oyster::Math::Float4x4 Projection, Definitions::Pointlight* Lights, int numLights)
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{
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Preparations::Basic::ClearBackBuffer(Oyster::Math::Float4(1,0,0,1));
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Preparations::Basic::ClearRTV(Resources::Deffered::GBufferRTV,Resources::Deffered::GBufferSize,Math::Float4(0,0,0,1));
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Core::PipelineManager::SetRenderPass(Graphics::Render::Resources::Deffered::GeometryPass);
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void* data;
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Definitions::LightConstants lc;
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lc.InvProj = Projection.GetInverse();
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lc.Pixels = Core::resolution;
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lc.Lights = numLights;
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lc.View = View;
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lc.Proj = Projection;
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lc.SSAORadius = 3;
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data = Resources::Deffered::LightConstantsData.Map();
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memcpy(data, &lc, sizeof(Definitions::LightConstants));
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Resources::Deffered::LightConstantsData.Unmap();
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data = Resources::Deffered::PointLightsData.Map();
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memcpy(data, Lights, sizeof(Definitions::Pointlight) * numLights);
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Resources::Deffered::PointLightsData.Unmap();
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}
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Math::Matrix RecursiveBindPosRotation(int index, Model::ModelInfo* mi)
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{
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if(mi->bones[index].Parent == index)
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return mi->bones[index].Relative;
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return mi->bones[index].Relative*mi->bones[mi->bones->Parent].Relative;
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}
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Math::Vector4 RecursiveBindPosPosition(int index, Model::ModelInfo* mi)
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{
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//return Math::Vector4::standard_unit_w;
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if(mi->bones[index].Parent == index)
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return mi->bones[index].Relative.v[3];
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return Math::Vector4(RecursiveBindPosPosition(mi->bones->Parent, mi).xyz + (mi->bones[index].Relative.v[3] * RecursiveBindPosRotation(mi->bones->Parent,mi)).xyz,1);
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}
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void Basic::RenderScene(Model::Model* models, int count, Math::Matrix View, Math::Matrix Projection)
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{
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for(int i = 0; i < count; ++i)
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{
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if(&models[i] == NULL)
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continue;
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if(models[i].Visible)
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{
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Definitions::PerModel pm;
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pm.WV = View * models[i].WorldMatrix;
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pm.WVP = Projection * pm.WV;
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void* data = Resources::Deffered::ModelData.Map();
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memcpy(data,&(pm),sizeof(pm));
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Resources::Deffered::ModelData.Unmap();
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Model::ModelInfo* info = (Model::ModelInfo*)models[i].info;
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Definitions::AnimationData am; //final
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if(info->Animated && models[i].AnimationPlaying != -1)
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{
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cube->WorldMatrix == Math::Matrix::identity;
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//store inverse absolut transform
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Math::Matrix* SkinTransform = new Math::Matrix[info->BoneCount];
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Math::Matrix* BoneAnimated = new Math::Matrix[info->BoneCount];
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Math::Matrix* BoneAbsAnimated = new Math::Matrix[info->BoneCount];
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Math::Matrix Scale = Math::Matrix::identity;
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Scale.m[0][0] = 0.1f;
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Scale.m[1][1] = 0.1f;
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Scale.m[2][2] = 1;
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for(int b = 0; b <info->BoneCount; ++b)
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{
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Model::Bone Bone = info->bones[b];
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SkinTransform[b] = Bone.Absolute.GetInverse();
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BoneAnimated[b] = Bone.Relative;
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BoneAbsAnimated[b] = Bone.Absolute;
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cube2->WorldMatrix = Scale * info->bones[b].Absolute;
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cube2->WorldMatrix.v[3] = info->bones[b].Absolute.v[3];
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Basic::RenderScene(cube2,1, View, Projection);
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}
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//for each bone in animation
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//HACK use first bone
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int b = 0;
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Model::Animation A = info->Animations[models[i].AnimationPlaying];
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//for(int b = 0; b < A.Bones;++b)
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{
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//for each frame on bone Write current relative data
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//HACK use first frame
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int f = 0;
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//for(int f = 0; f < A.Frames[b]; ++b)
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{
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//find right frame
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//HACK accept first
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Model::Frame Current = A.Keyframes[b][f];
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//calculate new matrix
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Model::Bone CBone = Current.bone;
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BoneAnimated[CBone.Parent] = CBone.Relative;
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}
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}
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//calculate Absolute Animation Transform
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for(int b = 0; b < info->BoneCount; ++b)
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{
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BoneAbsAnimated[b] = BoneAbsAnimated[info->bones[b].Parent] * BoneAnimated[b];
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cube->WorldMatrix = Scale * BoneAbsAnimated[b];
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cube->WorldMatrix.v[3] = BoneAbsAnimated[b].v[3];
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Basic::RenderScene(cube,1,View,Projection);
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}
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//write data to am
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for(int b = 0; b < info->BoneCount; ++b)
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{
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am.animatedData[b] = BoneAbsAnimated[b] * SkinTransform[b];
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}
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//retore to draw animated model
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Definitions::PerModel pm;
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pm.WV = View * models[i].WorldMatrix;
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pm.WVP = Projection * pm.WV;
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void* data = Resources::Deffered::ModelData.Map();
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memcpy(data,&(pm),sizeof(pm));
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Resources::Deffered::ModelData.Unmap();
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am.Animated = 1;
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}
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else
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am.Animated = 0;
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data = Resources::Deffered::AnimationData.Map();
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memcpy(data,&am,sizeof(Definitions::AnimationData));
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Resources::Deffered::AnimationData.Unmap();
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if(info->Material.size())
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{
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Core::deviceContext->PSSetShaderResources(0,(UINT)info->Material.size(),&(info->Material[0]));
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}
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info->Vertices->Apply();
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if(info->Indexed)
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{
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info->Indecies->Apply();
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Oyster::Graphics::Core::deviceContext->DrawIndexed(info->IndexCount,0,0);
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}
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else
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{
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Oyster::Graphics::Core::deviceContext->Draw(info->VertexCount,0);
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}
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}
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}
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}
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void Basic::EndFrame()
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{
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Core::PipelineManager::SetRenderPass(Resources::Deffered::LightPass);
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Core::deviceContext->Dispatch((UINT)((Core::resolution.x + 15U) / 16U), (UINT)((Core::resolution.y + 15U) / 16U), 1);
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Core::PipelineManager::SetRenderPass(Resources::Deffered::PostPass);
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Core::deviceContext->Dispatch((UINT)((Core::resolution.x + 15U) / 16U), (UINT)((Core::resolution.y + 15U) / 16U), 1);
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Core::swapChain->Present(0,0);
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}
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}
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}
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}
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} |