bgfx/src/renderer.h

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/*
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* Copyright 2011-2015 Branimir Karadzic. All rights reserved.
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* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#ifndef BGFX_RENDERER_H_HEADER_GUARD
#define BGFX_RENDERER_H_HEADER_GUARD
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#include "bgfx_p.h"
namespace bgfx
{
struct ViewState
{
ViewState() { }
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ViewState(Frame* _render, bool _hmdEnabled)
{
reset(_render, _hmdEnabled);
}
void reset(Frame* _render, bool _hmdEnabled)
{
m_alphaRef = 0.0f;
m_invViewCached = UINT16_MAX;
m_invProjCached = UINT16_MAX;
m_invViewProjCached = UINT16_MAX;
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m_view[0] = _render->m_view;
m_view[1] = m_viewTmp[1];
if (_hmdEnabled)
{
HMD& hmd = _render->m_hmd;
m_view[0] = m_viewTmp[0];
Matrix4 viewAdjust;
bx::mtxIdentity(viewAdjust.un.val);
for (uint32_t eye = 0; eye < 2; ++eye)
{
const HMD::Eye& hmdEye = hmd.eye[eye];
viewAdjust.un.val[12] = hmdEye.viewOffset[0];
viewAdjust.un.val[13] = hmdEye.viewOffset[1];
viewAdjust.un.val[14] = hmdEye.viewOffset[2];
for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
{
if (BGFX_VIEW_STEREO == (_render->m_viewFlags[ii] & BGFX_VIEW_STEREO) )
{
bx::float4x4_mul(&m_view[eye][ii].un.f4x4
, &_render->m_view[ii].un.f4x4
, &viewAdjust.un.f4x4
);
}
else
{
memcpy(&m_view[0][ii].un.f4x4, &_render->m_view[ii].un.f4x4, sizeof(Matrix4) );
}
}
}
}
for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
{
for (uint32_t eye = 0; eye < uint32_t(_hmdEnabled)+1; ++eye)
{
bx::float4x4_mul(&m_viewProj[eye][ii].un.f4x4
, &m_view[eye][ii].un.f4x4
, &_render->m_proj[eye][ii].un.f4x4
);
}
}
}
template<uint16_t mtxRegs, typename RendererContext, typename Program, typename Draw>
void setPredefined(RendererContext* _renderer, uint8_t view, uint8_t eye, Program& _program, Frame* _render, const Draw& _draw)
{
for (uint32_t ii = 0, num = _program.m_numPredefined; ii < num; ++ii)
{
PredefinedUniform& predefined = _program.m_predefined[ii];
uint8_t flags = predefined.m_type&BGFX_UNIFORM_FRAGMENTBIT;
switch (predefined.m_type&(~BGFX_UNIFORM_FRAGMENTBIT) )
{
case PredefinedUniform::ViewRect:
{
float frect[4];
frect[0] = m_rect.m_x;
frect[1] = m_rect.m_y;
frect[2] = m_rect.m_width;
frect[3] = m_rect.m_height;
_renderer->setShaderUniform4f(flags
, predefined.m_loc
, &frect[0]
, 1
);
}
break;
case PredefinedUniform::ViewTexel:
{
float frect[4];
frect[0] = 1.0f/float(m_rect.m_width);
frect[1] = 1.0f/float(m_rect.m_height);
_renderer->setShaderUniform4f(flags
, predefined.m_loc
, &frect[0]
, 1
);
}
break;
case PredefinedUniform::View:
{
_renderer->setShaderUniform4x4f(flags
, predefined.m_loc
, m_view[eye][view].un.val
, bx::uint32_min(mtxRegs, predefined.m_count)
);
}
break;
case PredefinedUniform::InvView:
{
uint16_t viewEye = (view << 1) | eye;
if (viewEye != m_invViewCached)
{
m_invViewCached = viewEye;
bx::float4x4_inverse(&m_invView.un.f4x4
, &m_view[eye][view].un.f4x4
);
}
_renderer->setShaderUniform4x4f(flags
, predefined.m_loc
, m_invView.un.val
, bx::uint32_min(mtxRegs, predefined.m_count)
);
}
break;
case PredefinedUniform::Proj:
{
_renderer->setShaderUniform4x4f(flags
, predefined.m_loc
, _render->m_proj[eye][view].un.val
, bx::uint32_min(mtxRegs, predefined.m_count)
);
}
break;
case PredefinedUniform::InvProj:
{
uint16_t viewEye = (view << 1) | eye;
if (viewEye != m_invProjCached)
{
m_invProjCached = viewEye;
bx::float4x4_inverse(&m_invProj.un.f4x4
, &_render->m_proj[eye][view].un.f4x4
);
}
_renderer->setShaderUniform4x4f(flags
, predefined.m_loc
, m_invProj.un.val
, bx::uint32_min(mtxRegs, predefined.m_count)
);
}
break;
case PredefinedUniform::ViewProj:
{
_renderer->setShaderUniform4x4f(flags
, predefined.m_loc
, m_viewProj[eye][view].un.val
, bx::uint32_min(mtxRegs, predefined.m_count)
);
}
break;
case PredefinedUniform::InvViewProj:
{
uint16_t viewEye = (view << 1) | eye;
if (viewEye != m_invViewProjCached)
{
m_invViewProjCached = viewEye;
bx::float4x4_inverse(&m_invViewProj.un.f4x4
, &m_viewProj[eye][view].un.f4x4
);
}
_renderer->setShaderUniform4x4f(flags
, predefined.m_loc
, m_invViewProj.un.val
, bx::uint32_min(mtxRegs, predefined.m_count)
);
}
break;
case PredefinedUniform::Model:
{
const Matrix4& model = _render->m_matrixCache.m_cache[_draw.m_matrix];
_renderer->setShaderUniform4x4f(flags
, predefined.m_loc
, model.un.val
, bx::uint32_min(_draw.m_num*mtxRegs, predefined.m_count)
);
}
break;
case PredefinedUniform::ModelView:
{
Matrix4 modelView;
const Matrix4& model = _render->m_matrixCache.m_cache[_draw.m_matrix];
bx::float4x4_mul(&modelView.un.f4x4
, &model.un.f4x4
, &m_view[eye][view].un.f4x4
);
_renderer->setShaderUniform4x4f(flags
, predefined.m_loc
, modelView.un.val
, bx::uint32_min(mtxRegs, predefined.m_count)
);
}
break;
case PredefinedUniform::ModelViewProj:
{
Matrix4 modelViewProj;
const Matrix4& model = _render->m_matrixCache.m_cache[_draw.m_matrix];
bx::float4x4_mul(&modelViewProj.un.f4x4
, &model.un.f4x4
, &m_viewProj[eye][view].un.f4x4
);
_renderer->setShaderUniform4x4f(flags
, predefined.m_loc
, modelViewProj.un.val
, bx::uint32_min(mtxRegs, predefined.m_count)
);
}
break;
case PredefinedUniform::AlphaRef:
{
_renderer->setShaderUniform4f(flags
, predefined.m_loc
, &m_alphaRef
, 1
);
}
break;
default:
BX_CHECK(false, "predefined %d not handled", predefined.m_type);
break;
}
}
}
Matrix4 m_viewTmp[2][BGFX_CONFIG_MAX_VIEWS];
Matrix4 m_viewProj[2][BGFX_CONFIG_MAX_VIEWS];
Matrix4* m_view[2];
Rect m_rect;
Matrix4 m_invView;
Matrix4 m_invProj;
Matrix4 m_invViewProj;
float m_alphaRef;
uint16_t m_invViewCached;
uint16_t m_invProjCached;
uint16_t m_invViewProjCached;
};
} // namespace bgfx
#endif // BGFX_RENDERER_H_HEADER_GUARD