BsRendererView.h 15 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. #include "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. template<bool SOLID_COLOR>
  47. class SkyboxMat : public RendererMaterial<SkyboxMat<SOLID_COLOR>>
  48. {
  49. RMAT_DEF("Skybox.bsl");
  50. public:
  51. SkyboxMat();
  52. /** Binds the material for rendering and sets up any global parameters. */
  53. void bind(const SPtr<GpuParamBlockBuffer>& perCamera);
  54. /** Updates the skybox texture & solid color used by the material. */
  55. void setParams(const SPtr<Texture>& texture, const Color& solidColor);
  56. private:
  57. GpuParamTexture mSkyTextureParam;
  58. SPtr<GpuParamBlockBuffer> mParamBuffer;
  59. };
  60. /** Data shared between RENDERER_VIEW_DESC and RendererViewProperties */
  61. struct RendererViewData
  62. {
  63. Matrix4 viewTransform;
  64. Matrix4 projTransform;
  65. Vector3 viewDirection;
  66. Vector3 viewOrigin;
  67. bool flipView;
  68. float nearPlane;
  69. float farPlane;
  70. ProjectionType projType;
  71. bool isOverlay : 1;
  72. bool isHDR : 1;
  73. bool noLighting : 1;
  74. bool noShadows : 1;
  75. bool triggerCallbacks : 1;
  76. bool runPostProcessing : 1;
  77. bool renderingReflections : 1;
  78. UINT64 visibleLayers;
  79. ConvexVolume cullFrustum;
  80. };
  81. /** Data shared between RENDERER_VIEW_TARGET_DESC and RendererViewTargetProperties */
  82. struct RendererViewTargetData
  83. {
  84. SPtr<RenderTarget> target;
  85. Rect2I viewRect;
  86. Rect2 nrmViewRect;
  87. UINT32 targetWidth;
  88. UINT32 targetHeight;
  89. UINT32 numSamples;
  90. UINT32 clearFlags;
  91. Color clearColor;
  92. float clearDepthValue;
  93. UINT16 clearStencilValue;
  94. };
  95. /** Set of properties describing the output render target used by a renderer view. */
  96. struct RENDERER_VIEW_TARGET_DESC : RendererViewTargetData
  97. { };
  98. /** Set of properties used describing a specific view that the renderer can render. */
  99. struct RENDERER_VIEW_DESC : RendererViewData
  100. {
  101. RENDERER_VIEW_TARGET_DESC target;
  102. StateReduction stateReduction;
  103. Camera* sceneCamera;
  104. };
  105. /** Set of properties used describing a specific view that the renderer can render. */
  106. struct RendererViewProperties : RendererViewData
  107. {
  108. RendererViewProperties() {}
  109. RendererViewProperties(const RENDERER_VIEW_DESC& src);
  110. Matrix4 viewProjTransform;
  111. Matrix4 prevViewProjTransform;
  112. SPtr<RenderTarget> target;
  113. Rect2I viewRect;
  114. Rect2 nrmViewRect;
  115. UINT32 numSamples;
  116. UINT32 clearFlags;
  117. Color clearColor;
  118. float clearDepthValue;
  119. UINT16 clearStencilValue;
  120. };
  121. /** Information whether certain scene objects are visible in a view, per object type. */
  122. struct VisibilityInfo
  123. {
  124. Vector<bool> renderables;
  125. Vector<bool> radialLights;
  126. Vector<bool> spotLights;
  127. Vector<bool> reflProbes;
  128. };
  129. /** Information used for culling an object against a view. */
  130. struct CullInfo
  131. {
  132. CullInfo(const Bounds& bounds, UINT64 layer = -1)
  133. :bounds(bounds), layer(layer)
  134. { }
  135. Bounds bounds;
  136. UINT64 layer;
  137. };
  138. /** Renderer information specific to a single render target. */
  139. struct RendererRenderTarget
  140. {
  141. SPtr<RenderTarget> target;
  142. Vector<Camera*> cameras;
  143. };
  144. /** Contains information about a single view into the scene, used by the renderer. */
  145. class RendererView
  146. {
  147. public:
  148. RendererView();
  149. RendererView(const RENDERER_VIEW_DESC& desc);
  150. /** Sets state reduction mode that determines how do render queues group & sort renderables. */
  151. void setStateReductionMode(StateReduction reductionMode);
  152. /** Updates the internal camera post-processing data. */
  153. void setPostProcessSettings(const SPtr<PostProcessSettings>& ppSettings);
  154. /** Updates the internal information with a new view transform. */
  155. void setTransform(const Vector3& origin, const Vector3& direction, const Matrix4& view,
  156. const Matrix4& proj, const ConvexVolume& worldFrustum);
  157. /** Updates all internal information with new view information. */
  158. void setView(const RENDERER_VIEW_DESC& desc);
  159. /** Returns a structure describing the view. */
  160. const RendererViewProperties& getProperties() const { return mProperties; }
  161. /** Returns the scene camera this object is based of. This can be null for manually constructed renderer cameras. */
  162. Camera* getSceneCamera() const { return mCamera; }
  163. /** Prepares render targets for rendering. When done call endFrame(). */
  164. void beginFrame();
  165. /** Ends rendering and frees any acquired resources. */
  166. void endFrame();
  167. /** Returns the view's renderTargets. Only valid if called in-between beginRendering() and endRendering() calls. */
  168. SPtr<RenderTargets> getRenderTargets() const { return mRenderTargets; }
  169. /**
  170. * Returns a render queue containing all opaque objects. Make sure to call determineVisible() beforehand if view
  171. * or object transforms changed since the last time it was called.
  172. */
  173. const SPtr<RenderQueue>& getOpaqueQueue() const { return mOpaqueQueue; }
  174. /**
  175. * Returns a render queue containing all transparent objects. Make sure to call determineVisible() beforehand if
  176. * view or object transforms changed since the last time it was called.
  177. */
  178. const SPtr<RenderQueue>& getTransparentQueue() const { return mTransparentQueue; }
  179. /** Returns the compositor in charge of rendering for this view. */
  180. const RenderCompositor& getCompositor() const { return mCompositor; }
  181. /**
  182. * Populates view render queues by determining visible renderable objects.
  183. *
  184. * @param[in] renderables A set of renderable objects to iterate over and determine visibility for.
  185. * @param[in] cullInfos A set of world bounds & other information relevant for culling the provided
  186. * renderable objects. Must be the same size as the @p renderables array.
  187. * @param[out] visibility Output parameter that will have the true bit set for any visible renderable
  188. * object. If the bit for an object is already set to true, the method will never
  189. * change it to false which allows the same bitfield to be provided to multiple
  190. * renderer views. Must be the same size as the @p renderables array.
  191. *
  192. * As a side-effect, per-view visibility data is also calculated and can be
  193. * retrieved by calling getVisibilityMask().
  194. */
  195. void determineVisible(const Vector<RendererObject*>& renderables, const Vector<CullInfo>& cullInfos,
  196. Vector<bool>* visibility = nullptr);
  197. /**
  198. * Calculates the visibility masks for all the lights of the provided type.
  199. *
  200. * @param[in] lights A set of lights to determine visibility for.
  201. * @param[in] bounds Bounding sphere for each provided light. Must be the same size as the @p lights
  202. * array.
  203. * @param[in] type Type of all the lights in the @p lights array.
  204. * @param[out] visibility Output parameter that will have the true bit set for any visible light. If the
  205. * bit for a light is already set to true, the method will never change it to false
  206. * which allows the same bitfield to be provided to multiple renderer views. Must
  207. * be the same size as the @p lights array.
  208. *
  209. * As a side-effect, per-view visibility data is also calculated and can be
  210. * retrieved by calling getVisibilityMask().
  211. */
  212. void determineVisible(const Vector<RendererLight>& lights, const Vector<Sphere>& bounds, LightType type,
  213. Vector<bool>* visibility = nullptr);
  214. /**
  215. * Culls the provided set of bounds against the current frustum and outputs a set of visibility flags determining
  216. * which entry is or isn't visible by this view. Both inputs must be arrays of the same size.
  217. */
  218. void calculateVisibility(const Vector<CullInfo>& cullInfos, Vector<bool>& visibility) const;
  219. /**
  220. * Culls the provided set of bounds against the current frustum and outputs a set of visibility flags determining
  221. * which entry is or isn't visible by this view. Both inputs must be arrays of the same size.
  222. */
  223. void calculateVisibility(const Vector<Sphere>& bounds, Vector<bool>& visibility) const;
  224. /**
  225. * Culls the provided set of bounds against the current frustum and outputs a set of visibility flags determining
  226. * which entry is or isn't visible by this view. Both inputs must be arrays of the same size.
  227. */
  228. void calculateVisibility(const Vector<AABox>& bounds, Vector<bool>& visibility) const;
  229. /** Returns the visibility mask calculated with the last call to determineVisible(). */
  230. const VisibilityInfo& getVisibilityMasks() const { return mVisibility; }
  231. /**
  232. * Returns a structure containing information about post-processing effects. This structure will be modified and
  233. * maintained by the post-processing system.
  234. */
  235. PostProcessInfo& getPPInfo() { return mPostProcessInfo; }
  236. /** @copydoc getPPInfo() */
  237. const PostProcessInfo& getPPInfo() const { return mPostProcessInfo; }
  238. /** Updates the GPU buffer containing per-view information, with the latest internal data. */
  239. void updatePerViewBuffer();
  240. /** Returns a buffer that stores per-view parameters. */
  241. SPtr<GpuParamBlockBuffer> getPerViewBuffer() const { return mParamBuffer; }
  242. /**
  243. * Returns information about visible lights, in the form of a light grid, used for forward rendering. Only valid
  244. * after a call to updateLightGrid().
  245. */
  246. const LightGrid& getLightGrid() const { return mLightGrid; }
  247. /** Updates the light grid used for forward rendering. */
  248. void updateLightGrid(const VisibleLightData& visibleLightData, const VisibleReflProbeData& visibleReflProbeData);
  249. /**
  250. * Extracts the necessary values from the projection matrix that allow you to transform device Z value (range [0, 1]
  251. * into view Z value.
  252. *
  253. * @param[in] projMatrix Projection matrix that was used to create the device Z value to transform.
  254. * @return Returns two values that can be used to transform device z to view z using this formula:
  255. * z = (deviceZ + y) * x.
  256. */
  257. static Vector2 getDeviceZToViewZ(const Matrix4& projMatrix);
  258. /**
  259. * Extracts the necessary values from the projection matrix that allow you to transform NDC Z value (range depending
  260. * on render API) into view Z value.
  261. *
  262. * @param[in] projMatrix Projection matrix that was used to create the NDC Z value to transform.
  263. * @return Returns two values that can be used to transform NDC z to view z using this formula:
  264. * z = (NDCZ + y) * x.
  265. */
  266. static Vector2 getNDCZToViewZ(const Matrix4& projMatrix);
  267. /**
  268. * Returns a value that can be used for tranforming a depth value in NDC, to a depth value in device Z ([0, 1]
  269. * range using this formula: (NDCZ + y) * x.
  270. */
  271. static Vector2 getNDCZToDeviceZ();
  272. private:
  273. RendererViewProperties mProperties;
  274. RENDERER_VIEW_TARGET_DESC mTargetDesc;
  275. Camera* mCamera;
  276. SPtr<RenderQueue> mOpaqueQueue;
  277. SPtr<RenderQueue> mTransparentQueue;
  278. RenderCompositor mCompositor;
  279. SPtr<RenderTargets> mRenderTargets; // TODO - Remove
  280. PostProcessInfo mPostProcessInfo;
  281. SPtr<GpuParamBlockBuffer> mParamBuffer;
  282. VisibilityInfo mVisibility;
  283. LightGrid mLightGrid;
  284. };
  285. /** Contains one or multiple RendererView%s that are in some way related. */
  286. class RendererViewGroup
  287. {
  288. public:
  289. RendererViewGroup();
  290. RendererViewGroup(RendererView** views, UINT32 numViews, UINT32 shadowMapSize);
  291. /**
  292. * Updates the internal list of views. This is more efficient than always constructing a new instance of this class
  293. * when views change, as internal buffers don't need to be re-allocated.
  294. */
  295. void setViews(RendererView** views, UINT32 numViews);
  296. /** Returns a view at the specified index. Index must be less than the value returned by getNumViews(). */
  297. RendererView* getView(UINT32 idx) const { return mViews[idx]; }
  298. /** Returns the total number of views in the group. */
  299. UINT32 getNumViews() const { return (UINT32)mViews.size(); }
  300. /**
  301. * Returns information about visibility of various scene objects, from the perspective of all the views in the
  302. * group (visibility will be true if the object is visible from any of the views. determineVisibility() must be
  303. * called whenever the scene or view information changes (usually every frame).
  304. */
  305. const VisibilityInfo& getVisibilityInfo() const { return mVisibility; }
  306. /**
  307. * Returns information about lights visible from this group of views. Only valid after a call to
  308. * determineVisibility().
  309. */
  310. const VisibleLightData& getVisibleLightData() const { return mVisibleLightData; }
  311. /**
  312. * Returns information about refl. probes visible from this group of views. Only valid after a call to
  313. * determineVisibility().
  314. */
  315. const VisibleReflProbeData& getVisibleReflProbeData() const { return mVisibleReflProbeData; }
  316. /** Returns the object responsible for rendering shadows for this view group. */
  317. ShadowRendering& getShadowRenderer() { return mShadowRenderer; }
  318. /** Returns the object responsible for rendering shadows for this view group. */
  319. const ShadowRendering& getShadowRenderer() const { return mShadowRenderer; }
  320. /**
  321. * Updates visibility information for the provided scene objects, from the perspective of all views in this group,
  322. * and updates the render queues of each individual view. Use getVisibilityInfo() to retrieve the calculated
  323. * visibility information.
  324. */
  325. void determineVisibility(const SceneInfo& sceneInfo);
  326. private:
  327. Vector<RendererView*> mViews;
  328. VisibilityInfo mVisibility;
  329. VisibleLightData mVisibleLightData;
  330. VisibleReflProbeData mVisibleReflProbeData;
  331. // Note: Ideally we would want to keep this global, so all views share it. This way each view group renders its
  332. // own set of shadows, but there might be shadows that are shared, and therefore we could avoid rendering them
  333. // multiple times. Since non-primary view groups are used for pre-processing tasks exclusively (at the moment)
  334. // this isn't an issue right now.
  335. ShadowRendering mShadowRenderer;
  336. };
  337. /** @} */
  338. }}