BsRendererCamera.h 9.5 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(Vector4I, gViewportRectangle)
  27. BS_PARAM_BLOCK_ENTRY(Vector4, gClipToUVScaleOffset)
  28. BS_PARAM_BLOCK_END
  29. extern PerCameraParamDef gPerCameraParamDef;
  30. /** Shader that renders a skybox using a cubemap. */
  31. class SkyboxMat : public RendererMaterial<SkyboxMat>
  32. {
  33. RMAT_DEF("Skybox.bsl");
  34. public:
  35. SkyboxMat();
  36. /** Binds the material for rendering and sets up any global parameters. */
  37. void bind(const SPtr<GpuParamBlockBuffer>& perCamera);
  38. /** Updates the skybox texture used by the material. */
  39. void setParams(const SPtr<Texture>& texture);
  40. private:
  41. GpuParamTexture mSkyTextureParam;
  42. };
  43. /** Set of properties describing the output render target used by a renderer view. */
  44. struct RENDERER_VIEW_TARGET_DESC
  45. {
  46. SPtr<RenderTarget> target;
  47. Rect2I viewRect;
  48. Rect2 nrmViewRect;
  49. UINT32 targetWidth;
  50. UINT32 targetHeight;
  51. UINT32 numSamples;
  52. UINT32 clearFlags;
  53. Color clearColor;
  54. float clearDepthValue;
  55. UINT16 clearStencilValue;
  56. };
  57. /** Set of properties used describing a specific view that the renderer can render. */
  58. struct RENDERER_VIEW_DESC
  59. {
  60. RENDERER_VIEW_TARGET_DESC target;
  61. Matrix4 viewTransform;
  62. Matrix4 projTransform;
  63. Vector3 viewDirection;
  64. Vector3 viewOrigin;
  65. bool flipView;
  66. float nearPlane;
  67. bool isOverlay : 1;
  68. bool isHDR : 1;
  69. bool triggerCallbacks : 1;
  70. bool runPostProcessing : 1;
  71. UINT64 visibleLayers;
  72. ConvexVolume cullFrustum;
  73. StateReduction stateReduction;
  74. const Camera* sceneCamera;
  75. SPtr<Texture> skyboxTexture;
  76. };
  77. /** Information whether certain scene objects are visible in a view, per object type. */
  78. struct VisibilityInfo
  79. {
  80. Vector<bool> renderables;
  81. };
  82. /** Information used for culling an object against a view. */
  83. struct CullInfo
  84. {
  85. CullInfo(const Bounds& bounds, UINT64 layer = -1)
  86. :bounds(bounds), layer(layer)
  87. { }
  88. Bounds bounds;
  89. UINT64 layer;
  90. };
  91. /** Contains information about a Camera, used by the Renderer. */
  92. class RendererCamera
  93. {
  94. public:
  95. RendererCamera();
  96. RendererCamera(const RENDERER_VIEW_DESC& desc);
  97. /** Sets state reduction mode that determines how do render queues group & sort renderables. */
  98. void setStateReductionMode(StateReduction reductionMode);
  99. /** Updates the internal camera post-processing data. */
  100. void setPostProcessSettings(const SPtr<PostProcessSettings>& ppSettings);
  101. /** Updates the internal information with a new view transform. */
  102. void setTransform(const Vector3& origin, const Vector3& direction, const Matrix4& view,
  103. const Matrix4& proj, const ConvexVolume& worldFrustum);
  104. /** Updates all internal information with new view information. */
  105. void setView(const RENDERER_VIEW_DESC& desc);
  106. /** Returns the world position of the view. */
  107. Vector3 getViewOrigin() const { return mViewDesc.viewOrigin; }
  108. /** Returns a matrix that contains combined projection and view transforms. */
  109. Matrix4 getViewProjMatrix() const { return mViewDesc.projTransform * mViewDesc.viewTransform; }
  110. /** Returns the distance to the near clipping plane. */
  111. float getNearPlane() const { return mViewDesc.nearPlane; }
  112. /** Returns true if the view requires high dynamic range rendering. */
  113. bool isHDR() const { return mViewDesc.isHDR; }
  114. /** Returns true if this view only renders overlay, and not scene objects. */
  115. bool isOverlay() const { return mViewDesc.isOverlay; }
  116. /** Returns the texture to use for the skybox (if any). */
  117. SPtr<Texture> getSkybox() const { return mViewDesc.skyboxTexture; }
  118. /** Returns the final render target the rendered contents should be output to. */
  119. SPtr<RenderTarget> getFinalTarget() const { return mViewDesc.target.target; }
  120. /** Returns normalized coordinates of the viewport area this view renders to. */
  121. Rect2 getViewportRect() const { return mViewDesc.target.nrmViewRect; }
  122. /** Returns true if the resulting render target should be flipped vertically. */
  123. bool getFlipView() const { return mViewDesc.flipView; }
  124. /** Returns the scene camera this object is based of. This can be null for manually constructed renderer cameras. */
  125. const Camera* getSceneCamera() const { return mViewDesc.sceneCamera; }
  126. /** Returns true if external render callbacks should trigger for this view. */
  127. bool checkTriggerCallbacks() const { return mViewDesc.triggerCallbacks; }
  128. /** Returns true if post-processing effects should be triggered for this view. */
  129. bool checkRunPostProcessing() const { return mViewDesc.runPostProcessing; }
  130. /**
  131. * Prepares render targets for rendering. When done call endRendering().
  132. *
  133. * @param[in] useGBuffer Set to true if you will be rendering to internal render targets containing the
  134. * GBuffer (retrieved via getRenderTargets()).
  135. */
  136. void beginRendering(bool useGBuffer);
  137. /** Ends rendering and frees any acquired resources. */
  138. void endRendering();
  139. /** Returns the view's renderTargets. Only valid if called in-between beginRendering() and endRendering() calls. */
  140. SPtr<RenderTargets> getRenderTargets() const { return mRenderTargets; }
  141. /**
  142. * Returns a render queue containing all opaque objects. Make sure to call determineVisible() beforehand if view
  143. * or object transforms changed since the last time it was called.
  144. */
  145. const SPtr<RenderQueue>& getOpaqueQueue() const { return mOpaqueQueue; }
  146. /**
  147. * Returns a render queue containing all transparent objects. Make sure to call determineVisible() beforehand if
  148. * view or object transforms changed since the last time it was called.
  149. */
  150. const SPtr<RenderQueue>& getTransparentQueue() const { return mTransparentQueue; }
  151. /**
  152. * Populates view render queues by determining visible renderable objects.
  153. *
  154. * @param[in] renderables A set of renderable objects to iterate over and determine visibility for.
  155. * @param[in] cullInfos A set of world bounds & other information relevant for culling the provided
  156. * renderable objects. Must be the same size as the @p renderables array.
  157. * @param[out] visibility Output parameter that will have the true bit set for any visible renderable
  158. * object. If the bit for an object is already set to true, the method will never
  159. * change it to false which allows the same bitfield to be provided to multiple
  160. * renderer views. Must be the same size as the @p renderables array.
  161. *
  162. * As a side-effect, per-view visibility data is also calculated and can be
  163. * retrieved by calling getVisibilityMask().
  164. */
  165. void determineVisible(const Vector<RendererObject*>& renderables, const Vector<CullInfo>& cullInfos,
  166. Vector<bool>* visibility = nullptr);
  167. /**
  168. * Culls the provided set of bounds against the current frustum and outputs a set of visibility flags determining
  169. * which entry is or ins't visible by this view. Both inputs must be arrays of the same size.
  170. */
  171. void calculateVisibility(const Vector<CullInfo>& cullInfos, Vector<bool>& visibility) const;
  172. /**
  173. * Culls the provided set of bounds against the current frustum and outputs a set of visibility flags determining
  174. * which entry is or ins't visible by this view. Both inputs must be arrays of the same size.
  175. */
  176. void calculateVisibility(const Vector<Sphere>& bounds, Vector<bool>& visibility) const;
  177. /** Returns the visibility mask calculated with the last call to determineVisible(). */
  178. const VisibilityInfo& getVisibilityMasks() const { return mVisibility; }
  179. /**
  180. * Returns a structure containing information about post-processing effects. This structure will be modified and
  181. * maintained by the post-processing system.
  182. */
  183. PostProcessInfo& getPPInfo() { return mPostProcessInfo; }
  184. /** Updates the GPU buffer containing per-view information, with the latest internal data. */
  185. void updatePerViewBuffer();
  186. /** Returns a buffer that stores per-view parameters. */
  187. SPtr<GpuParamBlockBuffer> getPerViewBuffer() const { return mParamBuffer; }
  188. private:
  189. /**
  190. * Extracts the necessary values from the projection matrix that allow you to transform device Z value into
  191. * world Z value.
  192. *
  193. * @param[in] projMatrix Projection matrix that was used to create the device Z value to transform.
  194. * @return Returns two values that can be used to transform device z to world z using this formula:
  195. * z = (deviceZ + y) * x.
  196. */
  197. Vector2 getDeviceZTransform(const Matrix4& projMatrix) const;
  198. RENDERER_VIEW_DESC mViewDesc;
  199. SPtr<RenderQueue> mOpaqueQueue;
  200. SPtr<RenderQueue> mTransparentQueue;
  201. SPtr<RenderTargets> mRenderTargets;
  202. PostProcessInfo mPostProcessInfo;
  203. bool mUsingGBuffer;
  204. SPtr<GpuParamBlockBuffer> mParamBuffer;
  205. VisibilityInfo mVisibility;
  206. };
  207. /** @} */
  208. }}