445 lines
15 KiB
C++
445 lines
15 KiB
C++
#include "DefaultRenderer.h"
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#include "Resources.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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Definitions::Pointlight pl;
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/********************************************************
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* Private Prototype Methods
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********************************************************/
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void AnimateRelativeBones( const Model::ModelInfo &info, Model::AnimationData &anim, Math::Matrix relativeBuffer[] );
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void MergeAnimatedBones
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(
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const Model::Bone raw[], int numBones, Math::Float interpolation, // comparable raw bone data and interpolation value
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const Math::Matrix animatedBoneSourceA[], // relative bone animations
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Math::Matrix animatedBoneSourceB_Target[] // relative bone animations and targetbuffer
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);
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int AnimateAbsoluteBones
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(
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const Model::ModelInfo &info, Math::Float deltaTime,
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Model::AnimationData &anim,
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Math::Matrix SkinTransformBuffer[],
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Math::Matrix BoneAnimationBuffer_Relative[],
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Math::Matrix BoneAnimationBuffer_Absolute[]
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);
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int AnimateAbsoluteBones
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(
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const Model::ModelInfo &info, Math::Float deltaTime,
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Model::AnimationData anim[], int numAnimations,
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Math::Matrix SkinTransformBuffer[],
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Math::Matrix BoneAnimationBuffer_Relative[],
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Math::Matrix BoneAnimationBuffer_Absolute[]
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);
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/********************************************************
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* Public Method Implementations
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********************************************************/
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void DefaultRenderer::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(0,0,0,0));
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Preparations::Basic::ClearDepthStencil(Resources::Gui::depth);
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Preparations::Basic::ClearRTV(Resources::GBufferRTV,Resources::GBufferSize,Math::Float4(0,0,0,0));
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Lights[1];
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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.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::Light::LightConstantsData.Map();
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memcpy(data, &lc, sizeof(Definitions::LightConstants));
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Resources::Light::LightConstantsData.Unmap();
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data = Resources::Light::PointLightsData.Map();
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Definitions::Pointlight* plData = (Definitions::Pointlight*)data;
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for(int i=0; i < numLights; ++i)
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{
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plData[i].Pos = (View * Math::Float4(Lights[i].Pos,1)).xyz;
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plData[i].Radius = Lights[i].Radius;
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plData[i].Color = Lights[i].Color;
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plData[i].Bright = Lights[i].Bright;
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}
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//memcpy(data, Lights, sizeof(Definitions::Pointlight) * numLights);
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Resources::Light::PointLightsData.Unmap();
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for(auto i = Render::Resources::RenderData.begin(); i != Render::Resources::RenderData.end(); i++ )
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{
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(*i).second->Models=0;
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}
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Core::PipelineManager::SetRenderPass(Resources::Gather::AnimatedPass);
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}
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void DefaultRenderer::RenderScene(Model::Model* models, int count, Math::Matrix View, Math::Matrix Projection, float deltaTime)
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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 || !models[i].Visible)
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continue;
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Model::ModelInfo* info = models[i].info;
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if(!info->Animated && models[i].Instanced)
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{
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Definitions::RenderInstanceData rid;
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Math::Float3x3 normalTransform;
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normalTransform = Math::Float3x3(models[i].WorldMatrix.v[0].xyz, models[i].WorldMatrix.v[1].xyz, models[i].WorldMatrix.v[2].xyz);
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normalTransform.Transpose().Invert();
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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));
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rid.WV = View * m;
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rid.WVP = Projection * View * models[i].WorldMatrix;
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rid.Tint = models[i].Tint;
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rid.GTint = models[i].GlowTint;
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Resources::RenderData[info]->rid[Resources::RenderData[info]->Models++] = rid;
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}
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else
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{
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Definitions::PerModel pm;
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Math::Float3x3 normalTransform;
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normalTransform = Math::Float3x3(models[i].WorldMatrix.v[0].xyz, models[i].WorldMatrix.v[1].xyz, models[i].WorldMatrix.v[2].xyz);
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normalTransform.Transpose().Invert();
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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));
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pm.WV = View * m;
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pm.WVP = Projection * View * models[i].WorldMatrix;
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Model::ModelInfo* info = models[i].info;
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// Bone animation buffers
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Math::Matrix SkinTransform[100];
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Math::Matrix BoneAnimated[100];
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Math::Matrix BoneAbsAnimated[100];
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pm.Animated = AnimateAbsoluteBones
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(
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*info, deltaTime,
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models[i].Animation,
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::Utility::StaticArray::NumElementsOf( models[i].Animation ),
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SkinTransform, BoneAnimated, BoneAbsAnimated
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);
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void* data = Resources::Gather::ModelData.Map();
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memcpy(data,&(pm),sizeof(pm));
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Resources::Gather::ModelData.Unmap();
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Definitions::TintData td;
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td.GlowTint = models[i].GlowTint;
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td.Tint = models[i].Tint;
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td.PAD = 0;
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td.PAD2 = 0;
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int s = sizeof(Definitions::TintData);
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data = Render::Resources::Color.Map();
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memcpy(data,&td,sizeof(Definitions::TintData));
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Render::Resources::Color.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 BlurGlow()
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{
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Definitions::BlurrData bd;
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bd.BlurMask = Math::Float4(1,1,1,1);
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bd.StopX = (UINT)Core::resolution.x/2;
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bd.StopY = (UINT)Core::resolution.y;
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bd.StartX = 0;
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bd.StartY = (UINT)Core::resolution.y/2;
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void* data = Resources::Blur::Data.Map();
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memcpy(data,&bd,sizeof(Definitions::BlurrData));
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Resources::Blur::Data.Unmap();
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Core::PipelineManager::SetRenderPass(Resources::Blur::HorPass);
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Core::deviceContext->Dispatch((UINT)((Core::resolution.x/2 + 127U) / 128U), (UINT)(Core::resolution.y/2), 1);
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Core::PipelineManager::SetRenderPass(Resources::Blur::VertPass);
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Core::deviceContext->Dispatch((UINT)(Core::resolution.x/2), (UINT)((Core::resolution.y/2 + 127U) / 128U), 1);
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}
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void BlurSSAO()
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{
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Definitions::BlurrData bd;
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bd.BlurMask = Math::Float4(0,0,0,1);
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bd.StopX = (UINT)Core::resolution.x/2;
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bd.StopY = (UINT)Core::resolution.y/2;
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bd.StartX = 0;
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bd.StartY = 0;
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void* data = Resources::Blur::Data.Map();
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memcpy(data,&bd,sizeof(Definitions::BlurrData));
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Resources::Blur::Data.Unmap();
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Core::PipelineManager::SetRenderPass(Resources::Blur::HorPass);
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Core::deviceContext->Dispatch((UINT)((Core::resolution.x/2 + 127U) / 128U), (UINT)(Core::resolution.y/2), 1);
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Core::PipelineManager::SetRenderPass(Resources::Blur::VertPass);
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Core::deviceContext->Dispatch((UINT)(Core::resolution.x/2), (UINT)((Core::resolution.y/2 + 127U) / 128U), 1);
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}
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void RenderModel(Model::ModelInfo* info, Definitions::RenderInstanceData* rid , int count)
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{
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if(count < 1)
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return;
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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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}
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void* data = Resources::Gather::InstancedData.Map();
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memcpy(data, rid, sizeof(Definitions::RenderInstanceData)*count);
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Resources::Gather::InstancedData.Unmap();
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if(info->Indexed)
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{
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Core::deviceContext->DrawIndexedInstanced(info->IndexCount,count,0,0,0);
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//Core::deviceContext->DrawIndexed(info->IndexCount,0,0);
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}
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else
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{
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Core::deviceContext->DrawInstanced(info->VertexCount,count,0,0);
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//Core::deviceContext->Draw(info->VertexCount,0);
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}
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}
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void DefaultRenderer::EndFrame()
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{
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Core::PipelineManager::SetRenderPass(Graphics::Render::Resources::Gather::InstancedPass);
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Resources::Gather::InstancedData.Apply(1);
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for(auto i = Render::Resources::RenderData.begin(); i != Render::Resources::RenderData.end(); i++ )
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{
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RenderModel((*i).first,(*i).second->rid, (*i).second->Models);
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}
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Core::PipelineManager::SetRenderPass(Resources::Light::Pass);
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Core::deviceContext->Dispatch((UINT)((Core::resolution.x + 15U) / 16U), (UINT)((Core::resolution.y + 15U) / 16U), 1);
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BlurGlow();
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BlurSSAO();
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Core::PipelineManager::SetRenderPass(Resources::Post::Pass);
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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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* Private Prototype Method Implementations
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********************************************************/
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void AnimateRelativeBones( const Model::ModelInfo &info, Model::AnimationData &anim, Math::Matrix relativeBuffer[] )
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{
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for( int i = 0; i < info.BoneCount; ++i )
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{
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Model::Bone Bone = info.bones[i];
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relativeBuffer[i] = Bone.Relative;
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}
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const Model::Animation &A = *anim.AnimationPlaying;
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while( anim.AnimationTime > A.duration && anim.LoopAnimation )
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anim.AnimationTime -= (float)A.duration;
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float position = anim.AnimationTime;
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for( int i = 0; i < A.Bones; ++i )
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{
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//find current frame
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int nrOfFrames = A.Frames[i];
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Model::Frame PFrame = A.Keyframes[i][nrOfFrames-1];
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Model::Frame NFrame = A.Keyframes[i][nrOfFrames-1];
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bool FrameFound = false;
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for (int j = 0; j < nrOfFrames; j++)
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{
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if(position < A.Keyframes[i][j].time)
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{
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PFrame = A.Keyframes[i][j-1];
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NFrame = A.Keyframes[i][j];
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break;
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}
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}
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float denominator = (float)(NFrame.time - PFrame.time);
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if( denominator != 0.0f )
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{
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float inter = (float)((position - PFrame.time) / denominator);
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Math3D::InterpolateOrientation_UsingNonRigidNlerp( PFrame.bone.Relative,NFrame.bone.Relative, inter, relativeBuffer[PFrame.bone.Parent] );
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}
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else
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{
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relativeBuffer[PFrame.bone.Parent] = PFrame.bone.Relative;
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}
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}
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}
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enum Conflict
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{
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Conflict_detected,
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Conflict_useA,
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Conflict_useB
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};
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Conflict DetectBoneAnimationConflict( const Model::Bone &raw, const Math::Matrix &animBoneA, const Math::Matrix &animBoneB );
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void MergeAnimatedBones( const Model::Bone raw[], int numBones, Math::Float interpolation, const Math::Matrix *animatedBoneSourceA, Math::Matrix animatedBoneSourceB_Target[] )
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{
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for( int i = 0; i < numBones; ++i )
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{
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switch( DetectBoneAnimationConflict(raw[i], animatedBoneSourceA[i], animatedBoneSourceB_Target[i]) )
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{
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case Conflict_detected:
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Math3D::InterpolateOrientation_UsingNonRigidNlerp( animatedBoneSourceA[i], animatedBoneSourceB_Target[i], interpolation, animatedBoneSourceB_Target[i] );
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break;
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case Conflict_useA:
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animatedBoneSourceB_Target[i] = animatedBoneSourceA[i];
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break;
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default: case Conflict_useB: break;
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}
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}
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}
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Conflict DetectBoneAnimationConflict( const Model::Bone &raw, const Math::Matrix &animBoneA, const Math::Matrix &animBoneB )
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{
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if( animBoneA == raw.Relative )
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return Conflict_useB;
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if( animBoneB == raw.Relative )
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return Conflict_useA;
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return Conflict_detected;
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}
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int AnimateAbsoluteBones( const Model::ModelInfo &info, Math::Float deltaTime, Model::AnimationData &anim, Math::Matrix SkinTransformBuffer[], Math::Matrix BoneAnimationBuffer_Relative[], Math::Matrix BoneAnimationBuffer_Absolute[] )
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{
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if( !info.Animated || (anim.AnimationPlaying == nullptr) )
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{ // no animation
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return 0;
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}
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anim.AnimationTime += deltaTime;
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AnimateRelativeBones( info, anim, BoneAnimationBuffer_Relative );
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for( int i = 0; i < info.BoneCount; ++i )
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{
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Model::Bone Bone = info.bones[i];
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SkinTransformBuffer[i] = Bone.Absolute.GetInverse();
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BoneAnimationBuffer_Absolute[i] = Bone.Absolute;
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}
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Definitions::AnimationData am;
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for( int i = 0; i < info.BoneCount; ++i )
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{
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//calculate Absolute Animation Transform
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BoneAnimationBuffer_Absolute[i] = BoneAnimationBuffer_Absolute[info.bones[i].Parent] * BoneAnimationBuffer_Relative[i];
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//write data to am
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am.AnimatedData[i] = (BoneAnimationBuffer_Absolute[i] * SkinTransformBuffer[i]);
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}
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void *data = Resources::Gather::AnimationData.Map();
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memcpy( data, &am, sizeof(Definitions::AnimationData) );
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Resources::Gather::AnimationData.Unmap();
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return 1;
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}
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int AnimateAbsoluteBones( const Model::ModelInfo &info, Math::Float deltaTime, Model::AnimationData anim[], int numAnimations, Math::Matrix SkinTransformBuffer[], Math::Matrix BoneAnimationBuffer_Relative[], Math::Matrix BoneAnimationBuffer_Absolute[] )
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{
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if( !info.Animated || (numAnimations < 1) )
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{ // no animation
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return 0;
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}
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int isAnimated = 0;
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// for each animation
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for( int i = 0; i < numAnimations; ++i )
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{
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if( anim[i].AnimationPlaying != nullptr )
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{
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anim[i].AnimationTime += deltaTime;
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if( isAnimated )
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{
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AnimateRelativeBones( info, anim[i], BoneAnimationBuffer_Absolute ); // Borrowing BoneAnimationBuffer_Absolute as interim buffer
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MergeAnimatedBones( info.bones, info.BoneCount, 0.5f, BoneAnimationBuffer_Absolute, BoneAnimationBuffer_Relative );
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}
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else
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{
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isAnimated = 1;
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AnimateRelativeBones( info, anim[i], BoneAnimationBuffer_Relative );
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}
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}
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}
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if( isAnimated )
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{
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for( int i = 0; i < info.BoneCount; ++i )
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{
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Model::Bone Bone = info.bones[i];
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SkinTransformBuffer[i] = Bone.Absolute.GetInverse();
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BoneAnimationBuffer_Absolute[i] = Bone.Absolute;
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}
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Definitions::AnimationData am;
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for( int i = 0; i < info.BoneCount; ++i )
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{
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//calculate Absolute Animation Transform
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BoneAnimationBuffer_Absolute[i] = BoneAnimationBuffer_Absolute[info.bones[i].Parent] * BoneAnimationBuffer_Relative[i];
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//write data to am
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am.AnimatedData[i] = (BoneAnimationBuffer_Absolute[i] * SkinTransformBuffer[i]);
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}
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void *data = Resources::Gather::AnimationData.Map();
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memcpy( data, &am, sizeof(Definitions::AnimationData) );
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Resources::Gather::AnimationData.Unmap();
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}
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return isAnimated;
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}
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}
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}
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} |