BsRendererView.h 17 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #pragma once
  4. #include "BsRenderBeastPrerequisites.h"
  5. #include "BsPostProcessing.h"
  6. #include "BsObjectRendering.h"
  7. #include "Renderer/BsRenderQueue.h"
  8. #include "BsRendererObject.h"
  9. #include "Math/BsBounds.h"
  10. #include "Math/BsConvexVolume.h"
  11. #include "Renderer/BsLight.h"
  12. #include "BsLightGrid.h"
  13. #include "BsShadowRendering.h"
  14. #include "BsRenderCompositor.h"
  15. namespace bs { namespace ct
  16. {
  17. struct SceneInfo;
  18. class RendererLight;
  19. /** @addtogroup RenderBeast
  20. * @{
  21. */
  22. BS_PARAM_BLOCK_BEGIN(PerCameraParamDef)
  23. BS_PARAM_BLOCK_ENTRY(Vector3, gViewDir)
  24. BS_PARAM_BLOCK_ENTRY(Vector3, gViewOrigin)
  25. BS_PARAM_BLOCK_ENTRY(Matrix4, gMatViewProj)
  26. BS_PARAM_BLOCK_ENTRY(Matrix4, gMatView)
  27. BS_PARAM_BLOCK_ENTRY(Matrix4, gMatProj)
  28. BS_PARAM_BLOCK_ENTRY(Matrix4, gMatInvProj)
  29. BS_PARAM_BLOCK_ENTRY(Matrix4, gMatInvViewProj)
  30. BS_PARAM_BLOCK_ENTRY(Matrix4, gMatScreenToWorld)
  31. BS_PARAM_BLOCK_ENTRY(Matrix4, gNDCToPrevNDC)
  32. BS_PARAM_BLOCK_ENTRY(Vector2, gDeviceZToWorldZ)
  33. BS_PARAM_BLOCK_ENTRY(Vector2, gNDCZToWorldZ)
  34. BS_PARAM_BLOCK_ENTRY(Vector2, gNDCZToDeviceZ)
  35. BS_PARAM_BLOCK_ENTRY(Vector2, gNearFar)
  36. BS_PARAM_BLOCK_ENTRY(Vector4I, gViewportRectangle)
  37. BS_PARAM_BLOCK_ENTRY(Vector4, gClipToUVScaleOffset)
  38. BS_PARAM_BLOCK_ENTRY(float, gAmbientFactor)
  39. BS_PARAM_BLOCK_END
  40. extern PerCameraParamDef gPerCameraParamDef;
  41. BS_PARAM_BLOCK_BEGIN(SkyboxParamDef)
  42. BS_PARAM_BLOCK_ENTRY(Color, gClearColor)
  43. BS_PARAM_BLOCK_END
  44. extern SkyboxParamDef gSkyboxParamDef;
  45. /** Shader that renders a skybox using a cubemap or a solid color. */
  46. class SkyboxMat : public RendererMaterial<SkyboxMat>
  47. {
  48. RMAT_DEF("Skybox.bsl");
  49. public:
  50. SkyboxMat();
  51. /** Binds the material for rendering and sets up any global parameters. */
  52. void bind(const SPtr<GpuParamBlockBuffer>& perCamera);
  53. /** Updates the skybox texture & solid color used by the material. */
  54. void setParams(const SPtr<Texture>& texture, const Color& solidColor);
  55. /**
  56. * Returns the material variation matching the provided parameters.
  57. *
  58. * @param[in] color When true the material will use a solid color to render a skybox. When false a user
  59. * provided texture will be used instead.
  60. */
  61. static SkyboxMat* getVariation(bool color);
  62. private:
  63. GpuParamTexture mSkyTextureParam;
  64. SPtr<GpuParamBlockBuffer> mParamBuffer;
  65. static ShaderVariation VAR_Texture;
  66. static ShaderVariation VAR_Color;
  67. };
  68. /** Data shared between RENDERER_VIEW_DESC and RendererViewProperties */
  69. struct RendererViewData
  70. {
  71. RendererViewData();
  72. Matrix4 viewTransform;
  73. Matrix4 projTransform;
  74. Vector3 viewDirection;
  75. Vector3 viewOrigin;
  76. bool flipView;
  77. float nearPlane;
  78. float farPlane;
  79. ProjectionType projType;
  80. /**
  81. * When enabled, renderer extension callbacks will be triggered, allowing other systems to inject their own
  82. * render operations into the view.
  83. */
  84. bool triggerCallbacks : 1;
  85. /** When enabled, post-processing effects (like tonemapping) will be executed. */
  86. bool runPostProcessing : 1;
  87. /**
  88. * Determines if the view is currently rendering reflection probes. This ensures the systems can disable refl.
  89. * probe reads in order to prevent incorrect rendering (since probes won't yet have any data).
  90. */
  91. bool renderingReflections : 1;
  92. /**
  93. * When enabled the alpha channel of the final render target will be populated with an encoded depth value.
  94. * Parameters @p depthEncodeNear and @p depthEncodeFar control which range of the depth buffer to encode.
  95. */
  96. bool encodeDepth : 1;
  97. /**
  98. * Controls at which position to start encoding depth, in view space. Only relevant with @p encodeDepth is enabled.
  99. * Depth will be linearly interpolated between this value and @p depthEncodeFar.
  100. */
  101. float depthEncodeNear;
  102. /**
  103. * Controls at which position to stop encoding depth, in view space. Only relevant with @p encodeDepth is enabled.
  104. * Depth will be linearly interpolated between @p depthEncodeNear and this value.
  105. */
  106. float depthEncodeFar;
  107. UINT64 visibleLayers;
  108. ConvexVolume cullFrustum;
  109. };
  110. /** Data shared between RENDERER_VIEW_TARGET_DESC and RendererViewTargetProperties */
  111. struct RendererViewTargetData
  112. {
  113. SPtr<RenderTarget> target;
  114. Rect2I viewRect;
  115. Rect2 nrmViewRect;
  116. UINT32 targetWidth;
  117. UINT32 targetHeight;
  118. UINT32 numSamples;
  119. UINT32 clearFlags;
  120. Color clearColor;
  121. float clearDepthValue;
  122. UINT16 clearStencilValue;
  123. };
  124. /** Set of properties describing the output render target used by a renderer view. */
  125. struct RENDERER_VIEW_TARGET_DESC : RendererViewTargetData
  126. { };
  127. /** Set of properties used describing a specific view that the renderer can render. */
  128. struct RENDERER_VIEW_DESC : RendererViewData
  129. {
  130. RENDERER_VIEW_TARGET_DESC target;
  131. StateReduction stateReduction;
  132. Camera* sceneCamera;
  133. };
  134. /** Set of properties used describing a specific view that the renderer can render. */
  135. struct RendererViewProperties : RendererViewData
  136. {
  137. RendererViewProperties() {}
  138. RendererViewProperties(const RENDERER_VIEW_DESC& src);
  139. Matrix4 viewProjTransform;
  140. Matrix4 prevViewProjTransform;
  141. SPtr<RenderTarget> target;
  142. Rect2I viewRect;
  143. Rect2 nrmViewRect;
  144. UINT32 numSamples;
  145. UINT32 frameIdx;
  146. UINT32 clearFlags;
  147. Color clearColor;
  148. float clearDepthValue;
  149. UINT16 clearStencilValue;
  150. };
  151. /** Information whether certain scene objects are visible in a view, per object type. */
  152. struct VisibilityInfo
  153. {
  154. Vector<bool> renderables;
  155. Vector<bool> radialLights;
  156. Vector<bool> spotLights;
  157. Vector<bool> reflProbes;
  158. };
  159. /** Information used for culling an object against a view. */
  160. struct CullInfo
  161. {
  162. CullInfo(const Bounds& bounds, UINT64 layer = -1)
  163. :bounds(bounds), layer(layer)
  164. { }
  165. Bounds bounds;
  166. UINT64 layer;
  167. };
  168. /** Renderer information specific to a single render target. */
  169. struct RendererRenderTarget
  170. {
  171. SPtr<RenderTarget> target;
  172. Vector<Camera*> cameras;
  173. };
  174. /** Contains information about a single view into the scene, used by the renderer. */
  175. class RendererView
  176. {
  177. public:
  178. RendererView();
  179. RendererView(const RENDERER_VIEW_DESC& desc);
  180. /** Sets state reduction mode that determines how do render queues group & sort renderables. */
  181. void setStateReductionMode(StateReduction reductionMode);
  182. /** Updates the internal camera render settings. */
  183. void setRenderSettings(const SPtr<RenderSettings>& settings);
  184. /** Updates the internal information with a new view transform. */
  185. void setTransform(const Vector3& origin, const Vector3& direction, const Matrix4& view,
  186. const Matrix4& proj, const ConvexVolume& worldFrustum);
  187. /** Updates all internal information with new view information. */
  188. void setView(const RENDERER_VIEW_DESC& desc);
  189. /** Returns a structure describing the view. */
  190. const RendererViewProperties& getProperties() const { return mProperties; }
  191. /** Returns the scene camera this object is based of. This can be null for manually constructed renderer cameras. */
  192. Camera* getSceneCamera() const { return mCamera; }
  193. /** Prepares render targets for rendering. When done call endFrame(). */
  194. void beginFrame();
  195. /** Ends rendering and frees any acquired resources. */
  196. void endFrame();
  197. /**
  198. * Returns a render queue containing all opaque objects. Make sure to call determineVisible() beforehand if view
  199. * or object transforms changed since the last time it was called.
  200. */
  201. const SPtr<RenderQueue>& getOpaqueQueue() const { return mOpaqueQueue; }
  202. /**
  203. * Returns a render queue containing all transparent objects. Make sure to call determineVisible() beforehand if
  204. * view or object transforms changed since the last time it was called.
  205. */
  206. const SPtr<RenderQueue>& getTransparentQueue() const { return mTransparentQueue; }
  207. /** Returns the compositor in charge of rendering for this view. */
  208. const RenderCompositor& getCompositor() const { return mCompositor; }
  209. /**
  210. * Populates view render queues by determining visible renderable objects.
  211. *
  212. * @param[in] renderables A set of renderable objects to iterate over and determine visibility for.
  213. * @param[in] cullInfos A set of world bounds & other information relevant for culling the provided
  214. * renderable objects. Must be the same size as the @p renderables array.
  215. * @param[out] visibility Output parameter that will have the true bit set for any visible renderable
  216. * object. If the bit for an object is already set to true, the method will never
  217. * change it to false which allows the same bitfield to be provided to multiple
  218. * renderer views. Must be the same size as the @p renderables array.
  219. *
  220. * As a side-effect, per-view visibility data is also calculated and can be
  221. * retrieved by calling getVisibilityMask().
  222. */
  223. void determineVisible(const Vector<RendererObject*>& renderables, const Vector<CullInfo>& cullInfos,
  224. Vector<bool>* visibility = nullptr);
  225. /**
  226. * Calculates the visibility masks for all the lights of the provided type.
  227. *
  228. * @param[in] lights A set of lights to determine visibility for.
  229. * @param[in] bounds Bounding sphere for each provided light. Must be the same size as the @p lights
  230. * array.
  231. * @param[in] type Type of all the lights in the @p lights array.
  232. * @param[out] visibility Output parameter that will have the true bit set for any visible light. If the
  233. * bit for a light is already set to true, the method will never change it to false
  234. * which allows the same bitfield to be provided to multiple renderer views. Must
  235. * be the same size as the @p lights array.
  236. *
  237. * As a side-effect, per-view visibility data is also calculated and can be
  238. * retrieved by calling getVisibilityMask().
  239. */
  240. void determineVisible(const Vector<RendererLight>& lights, const Vector<Sphere>& bounds, LightType type,
  241. Vector<bool>* visibility = nullptr);
  242. /**
  243. * Culls the provided set of bounds against the current frustum and outputs a set of visibility flags determining
  244. * which entry is or isn't visible by this view. Both inputs must be arrays of the same size.
  245. */
  246. void calculateVisibility(const Vector<CullInfo>& cullInfos, Vector<bool>& visibility) const;
  247. /**
  248. * Culls the provided set of bounds against the current frustum and outputs a set of visibility flags determining
  249. * which entry is or isn't visible by this view. Both inputs must be arrays of the same size.
  250. */
  251. void calculateVisibility(const Vector<Sphere>& bounds, Vector<bool>& visibility) const;
  252. /**
  253. * Culls the provided set of bounds against the current frustum and outputs a set of visibility flags determining
  254. * which entry is or isn't visible by this view. Both inputs must be arrays of the same size.
  255. */
  256. void calculateVisibility(const Vector<AABox>& bounds, Vector<bool>& visibility) const;
  257. /** Returns the visibility mask calculated with the last call to determineVisible(). */
  258. const VisibilityInfo& getVisibilityMasks() const { return mVisibility; }
  259. /** Returns per-view settings that control rendering. */
  260. const RenderSettings& getRenderSettings() const { return *mRenderSettings; }
  261. /**
  262. * Retrieves a hash value that is updated whenever render settings change. This can be used by external systems
  263. * to detect when they need to update.
  264. */
  265. UINT64 getRenderSettingsHash() const { return mRenderSettingsHash; }
  266. /** Updates the GPU buffer containing per-view information, with the latest internal data. */
  267. void updatePerViewBuffer();
  268. /** Returns a buffer that stores per-view parameters. */
  269. SPtr<GpuParamBlockBuffer> getPerViewBuffer() const { return mParamBuffer; }
  270. /**
  271. * Returns information about visible lights, in the form of a light grid, used for forward rendering. Only valid
  272. * after a call to updateLightGrid().
  273. */
  274. const LightGrid& getLightGrid() const { return mLightGrid; }
  275. /** Updates the light grid used for forward rendering. */
  276. void updateLightGrid(const VisibleLightData& visibleLightData, const VisibleReflProbeData& visibleReflProbeData);
  277. /**
  278. * Returns a value that can be used for transforming x, y coordinates from NDC into UV coordinates that can be used
  279. * for sampling a texture projected on the view.
  280. *
  281. * @return Returns two 2D values that can be used to transform the coordinate as such: UV = NDC * xy + zw.
  282. */
  283. Vector4 getNDCToUV() const;
  284. /** Returns an index of this view within the parent view group. */
  285. UINT32 getViewIdx() const { return mViewIdx; }
  286. /** Assigns a view index to the view. To be called by the parent view group when the view is added to it. */
  287. void _setViewIdx(UINT32 viewIdx) { mViewIdx = viewIdx; }
  288. /**
  289. * Extracts the necessary values from the projection matrix that allow you to transform device Z value (range [0, 1]
  290. * into view Z value.
  291. *
  292. * @param[in] projMatrix Projection matrix that was used to create the device Z value to transform.
  293. * @return Returns two values that can be used to transform device z to view z using this formula:
  294. * z = (deviceZ + y) * x.
  295. */
  296. static Vector2 getDeviceZToViewZ(const Matrix4& projMatrix);
  297. /**
  298. * Extracts the necessary values from the projection matrix that allow you to transform NDC Z value (range depending
  299. * on render API) into view Z value.
  300. *
  301. * @param[in] projMatrix Projection matrix that was used to create the NDC Z value to transform.
  302. * @return Returns two values that can be used to transform NDC z to view z using this formula:
  303. * z = (NDCZ + y) * x.
  304. */
  305. static Vector2 getNDCZToViewZ(const Matrix4& projMatrix);
  306. /**
  307. * Returns a value that can be used for tranforming a depth value in NDC, to a depth value in device Z ([0, 1]
  308. * range using this formula: (NDCZ + y) * x.
  309. */
  310. static Vector2 getNDCZToDeviceZ();
  311. private:
  312. RendererViewProperties mProperties;
  313. RENDERER_VIEW_TARGET_DESC mTargetDesc;
  314. Camera* mCamera;
  315. SPtr<RenderQueue> mOpaqueQueue;
  316. SPtr<RenderQueue> mTransparentQueue;
  317. RenderCompositor mCompositor;
  318. SPtr<RenderSettings> mRenderSettings;
  319. UINT32 mRenderSettingsHash;
  320. SPtr<GpuParamBlockBuffer> mParamBuffer;
  321. VisibilityInfo mVisibility;
  322. LightGrid mLightGrid;
  323. UINT32 mViewIdx;
  324. };
  325. /** Contains one or multiple RendererView%s that are in some way related. */
  326. class RendererViewGroup
  327. {
  328. public:
  329. RendererViewGroup();
  330. RendererViewGroup(RendererView** views, UINT32 numViews, UINT32 shadowMapSize);
  331. /**
  332. * Updates the internal list of views. This is more efficient than always constructing a new instance of this class
  333. * when views change, as internal buffers don't need to be re-allocated.
  334. */
  335. void setViews(RendererView** views, UINT32 numViews);
  336. /** Returns a view at the specified index. Index must be less than the value returned by getNumViews(). */
  337. RendererView* getView(UINT32 idx) const { return mViews[idx]; }
  338. /** Returns the total number of views in the group. */
  339. UINT32 getNumViews() const { return (UINT32)mViews.size(); }
  340. /**
  341. * Returns information about visibility of various scene objects, from the perspective of all the views in the
  342. * group (visibility will be true if the object is visible from any of the views. determineVisibility() must be
  343. * called whenever the scene or view information changes (usually every frame).
  344. */
  345. const VisibilityInfo& getVisibilityInfo() const { return mVisibility; }
  346. /**
  347. * Returns information about lights visible from this group of views. Only valid after a call to
  348. * determineVisibility().
  349. */
  350. const VisibleLightData& getVisibleLightData() const { return mVisibleLightData; }
  351. /**
  352. * Returns information about refl. probes visible from this group of views. Only valid after a call to
  353. * determineVisibility().
  354. */
  355. const VisibleReflProbeData& getVisibleReflProbeData() const { return mVisibleReflProbeData; }
  356. /** Returns the object responsible for rendering shadows for this view group. */
  357. ShadowRendering& getShadowRenderer() { return mShadowRenderer; }
  358. /** Returns the object responsible for rendering shadows for this view group. */
  359. const ShadowRendering& getShadowRenderer() const { return mShadowRenderer; }
  360. /**
  361. * Updates visibility information for the provided scene objects, from the perspective of all views in this group,
  362. * and updates the render queues of each individual view. Use getVisibilityInfo() to retrieve the calculated
  363. * visibility information.
  364. */
  365. void determineVisibility(const SceneInfo& sceneInfo);
  366. private:
  367. Vector<RendererView*> mViews;
  368. VisibilityInfo mVisibility;
  369. VisibleLightData mVisibleLightData;
  370. VisibleReflProbeData mVisibleReflProbeData;
  371. // Note: Ideally we would want to keep this global, so all views share it. This way each view group renders its
  372. // own set of shadows, but there might be shadows that are shared, and therefore we could avoid rendering them
  373. // multiple times. Since non-primary view groups are used for pre-processing tasks exclusively (at the moment)
  374. // this isn't an issue right now.
  375. ShadowRendering mShadowRenderer;
  376. };
  377. /** @} */
  378. }}