BsRendererCamera.h 9.7 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 "BsRenderQueue.h"
  8. #include "BsRendererObject.h"
  9. #include "BsBounds.h"
  10. #include "BsConvexVolume.h"
  11. namespace bs { namespace ct
  12. {
  13. /** @addtogroup RenderBeast
  14. * @{
  15. */
  16. BS_PARAM_BLOCK_BEGIN(PerCameraParamDef)
  17. BS_PARAM_BLOCK_ENTRY(Vector3, gViewDir)
  18. BS_PARAM_BLOCK_ENTRY(Vector3, gViewOrigin)
  19. BS_PARAM_BLOCK_ENTRY(Matrix4, gMatViewProj)
  20. BS_PARAM_BLOCK_ENTRY(Matrix4, gMatView)
  21. BS_PARAM_BLOCK_ENTRY(Matrix4, gMatProj)
  22. BS_PARAM_BLOCK_ENTRY(Matrix4, gMatInvProj)
  23. BS_PARAM_BLOCK_ENTRY(Matrix4, gMatInvViewProj)
  24. BS_PARAM_BLOCK_ENTRY(Matrix4, gMatScreenToWorld)
  25. BS_PARAM_BLOCK_ENTRY(Vector2, gDeviceZToWorldZ)
  26. BS_PARAM_BLOCK_ENTRY(Vector2, gNearFar)
  27. BS_PARAM_BLOCK_ENTRY(Vector4I, gViewportRectangle)
  28. BS_PARAM_BLOCK_ENTRY(Vector4, gClipToUVScaleOffset)
  29. BS_PARAM_BLOCK_END
  30. extern PerCameraParamDef gPerCameraParamDef;
  31. /** Shader that renders a skybox using a cubemap. */
  32. class SkyboxMat : public RendererMaterial<SkyboxMat>
  33. {
  34. RMAT_DEF("Skybox.bsl");
  35. public:
  36. SkyboxMat();
  37. /** Binds the material for rendering and sets up any global parameters. */
  38. void bind(const SPtr<GpuParamBlockBuffer>& perCamera);
  39. /** Updates the skybox texture used by the material. */
  40. void setParams(const SPtr<Texture>& texture);
  41. private:
  42. GpuParamTexture mSkyTextureParam;
  43. };
  44. /** Set of properties describing the output render target used by a renderer view. */
  45. struct RENDERER_VIEW_TARGET_DESC
  46. {
  47. SPtr<RenderTarget> target;
  48. Rect2I viewRect;
  49. Rect2 nrmViewRect;
  50. UINT32 targetWidth;
  51. UINT32 targetHeight;
  52. UINT32 numSamples;
  53. UINT32 clearFlags;
  54. Color clearColor;
  55. float clearDepthValue;
  56. UINT16 clearStencilValue;
  57. };
  58. /** Set of properties used describing a specific view that the renderer can render. */
  59. struct RENDERER_VIEW_DESC
  60. {
  61. RENDERER_VIEW_TARGET_DESC target;
  62. Matrix4 viewTransform;
  63. Matrix4 projTransform;
  64. Vector3 viewDirection;
  65. Vector3 viewOrigin;
  66. bool flipView;
  67. float nearPlane;
  68. float farPlane;
  69. bool isOverlay : 1;
  70. bool isHDR : 1;
  71. bool triggerCallbacks : 1;
  72. bool runPostProcessing : 1;
  73. UINT64 visibleLayers;
  74. ConvexVolume cullFrustum;
  75. StateReduction stateReduction;
  76. const Camera* sceneCamera;
  77. SPtr<Texture> skyboxTexture;
  78. };
  79. /** Information whether certain scene objects are visible in a view, per object type. */
  80. struct VisibilityInfo
  81. {
  82. Vector<bool> renderables;
  83. };
  84. /** Information used for culling an object against a view. */
  85. struct CullInfo
  86. {
  87. CullInfo(const Bounds& bounds, UINT64 layer = -1)
  88. :bounds(bounds), layer(layer)
  89. { }
  90. Bounds bounds;
  91. UINT64 layer;
  92. };
  93. /** Contains information about a Camera, used by the Renderer. */
  94. class RendererCamera
  95. {
  96. public:
  97. RendererCamera();
  98. RendererCamera(const RENDERER_VIEW_DESC& desc);
  99. /** Sets state reduction mode that determines how do render queues group & sort renderables. */
  100. void setStateReductionMode(StateReduction reductionMode);
  101. /** Updates the internal camera post-processing data. */
  102. void setPostProcessSettings(const SPtr<PostProcessSettings>& ppSettings);
  103. /** Updates the internal information with a new view transform. */
  104. void setTransform(const Vector3& origin, const Vector3& direction, const Matrix4& view,
  105. const Matrix4& proj, const ConvexVolume& worldFrustum);
  106. /** Updates all internal information with new view information. */
  107. void setView(const RENDERER_VIEW_DESC& desc);
  108. /** Returns the world position of the view. */
  109. Vector3 getViewOrigin() const { return mViewDesc.viewOrigin; }
  110. /** Returns a matrix that contains combined projection and view transforms. */
  111. Matrix4 getViewProjMatrix() const { return mViewDesc.projTransform * mViewDesc.viewTransform; }
  112. /** Returns the distance to the near clipping plane. */
  113. float getNearPlane() const { return mViewDesc.nearPlane; }
  114. /** Returns the distance to the far clipping plane. */
  115. float getFarPlane() const { return mViewDesc.farPlane; }
  116. /** Returns true if the view requires high dynamic range rendering. */
  117. bool isHDR() const { return mViewDesc.isHDR; }
  118. /** Returns true if this view only renders overlay, and not scene objects. */
  119. bool isOverlay() const { return mViewDesc.isOverlay; }
  120. /** Returns the texture to use for the skybox (if any). */
  121. SPtr<Texture> getSkybox() const { return mViewDesc.skyboxTexture; }
  122. /** Returns the final render target the rendered contents should be output to. */
  123. SPtr<RenderTarget> getFinalTarget() const { return mViewDesc.target.target; }
  124. /** Returns normalized coordinates of the viewport area this view renders to. */
  125. Rect2 getViewportRect() const { return mViewDesc.target.nrmViewRect; }
  126. /** Returns true if the resulting render target should be flipped vertically. */
  127. bool getFlipView() const { return mViewDesc.flipView; }
  128. /** Returns the scene camera this object is based of. This can be null for manually constructed renderer cameras. */
  129. const Camera* getSceneCamera() const { return mViewDesc.sceneCamera; }
  130. /** Returns true if external render callbacks should trigger for this view. */
  131. bool checkTriggerCallbacks() const { return mViewDesc.triggerCallbacks; }
  132. /** Returns true if post-processing effects should be triggered for this view. */
  133. bool checkRunPostProcessing() const { return mViewDesc.runPostProcessing; }
  134. /**
  135. * Prepares render targets for rendering. When done call endRendering().
  136. *
  137. * @param[in] useGBuffer Set to true if you will be rendering to internal render targets containing the
  138. * GBuffer (retrieved via getRenderTargets()).
  139. */
  140. void beginRendering(bool useGBuffer);
  141. /** Ends rendering and frees any acquired resources. */
  142. void endRendering();
  143. /** Returns the view's renderTargets. Only valid if called in-between beginRendering() and endRendering() calls. */
  144. SPtr<RenderTargets> getRenderTargets() const { return mRenderTargets; }
  145. /**
  146. * Returns a render queue containing all opaque objects. Make sure to call determineVisible() beforehand if view
  147. * or object transforms changed since the last time it was called.
  148. */
  149. const SPtr<RenderQueue>& getOpaqueQueue() const { return mOpaqueQueue; }
  150. /**
  151. * Returns a render queue containing all transparent objects. Make sure to call determineVisible() beforehand if
  152. * view or object transforms changed since the last time it was called.
  153. */
  154. const SPtr<RenderQueue>& getTransparentQueue() const { return mTransparentQueue; }
  155. /**
  156. * Populates view render queues by determining visible renderable objects.
  157. *
  158. * @param[in] renderables A set of renderable objects to iterate over and determine visibility for.
  159. * @param[in] cullInfos A set of world bounds & other information relevant for culling the provided
  160. * renderable objects. Must be the same size as the @p renderables array.
  161. * @param[out] visibility Output parameter that will have the true bit set for any visible renderable
  162. * object. If the bit for an object is already set to true, the method will never
  163. * change it to false which allows the same bitfield to be provided to multiple
  164. * renderer views. Must be the same size as the @p renderables array.
  165. *
  166. * As a side-effect, per-view visibility data is also calculated and can be
  167. * retrieved by calling getVisibilityMask().
  168. */
  169. void determineVisible(const Vector<RendererObject*>& renderables, const Vector<CullInfo>& cullInfos,
  170. Vector<bool>* visibility = nullptr);
  171. /**
  172. * Culls the provided set of bounds against the current frustum and outputs a set of visibility flags determining
  173. * which entry is or ins't visible by this view. Both inputs must be arrays of the same size.
  174. */
  175. void calculateVisibility(const Vector<CullInfo>& cullInfos, Vector<bool>& visibility) const;
  176. /**
  177. * Culls the provided set of bounds against the current frustum and outputs a set of visibility flags determining
  178. * which entry is or ins't visible by this view. Both inputs must be arrays of the same size.
  179. */
  180. void calculateVisibility(const Vector<Sphere>& bounds, Vector<bool>& visibility) const;
  181. /** Returns the visibility mask calculated with the last call to determineVisible(). */
  182. const VisibilityInfo& getVisibilityMasks() const { return mVisibility; }
  183. /**
  184. * Returns a structure containing information about post-processing effects. This structure will be modified and
  185. * maintained by the post-processing system.
  186. */
  187. PostProcessInfo& getPPInfo() { return mPostProcessInfo; }
  188. /** Updates the GPU buffer containing per-view information, with the latest internal data. */
  189. void updatePerViewBuffer();
  190. /** Returns a buffer that stores per-view parameters. */
  191. SPtr<GpuParamBlockBuffer> getPerViewBuffer() const { return mParamBuffer; }
  192. private:
  193. /**
  194. * Extracts the necessary values from the projection matrix that allow you to transform device Z value into
  195. * world Z value.
  196. *
  197. * @param[in] projMatrix Projection matrix that was used to create the device Z value to transform.
  198. * @return Returns two values that can be used to transform device z to world z using this formula:
  199. * z = (deviceZ + y) * x.
  200. */
  201. Vector2 getDeviceZTransform(const Matrix4& projMatrix) const;
  202. RENDERER_VIEW_DESC mViewDesc;
  203. SPtr<RenderQueue> mOpaqueQueue;
  204. SPtr<RenderQueue> mTransparentQueue;
  205. SPtr<RenderTargets> mRenderTargets;
  206. PostProcessInfo mPostProcessInfo;
  207. bool mUsingGBuffer;
  208. SPtr<GpuParamBlockBuffer> mParamBuffer;
  209. VisibilityInfo mVisibility;
  210. };
  211. /** @} */
  212. }}