BsLightRendering.h 3.0 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 "BsRendererMaterial.h"
  6. #include "BsParamBlocks.h"
  7. namespace bs { namespace ct
  8. {
  9. /** @addtogroup RenderBeast
  10. * @{
  11. */
  12. /** Information about a single light, as seen by the lighting shader. */
  13. struct LightData
  14. {
  15. Vector3 position;
  16. float radius;
  17. Vector3 direction;
  18. float intensity;
  19. Vector3 spotAngles;
  20. float radiusSqrdInv;
  21. Vector3 color;
  22. };
  23. /** Renderer information specific to a single light. */
  24. class RendererLight
  25. {
  26. public:
  27. RendererLight(Light* light);
  28. /** Populates the structure with light parameters. */
  29. void getParameters(LightData& output) const;
  30. /** Gets the internal light representation. */
  31. Light* getInternal() const { return mInternal; }
  32. private:
  33. Light* mInternal;
  34. };
  35. /** Contains GPU buffers used by the renderer to manipulate lights. */
  36. class GPULightData
  37. {
  38. public:
  39. GPULightData();
  40. /** Updates the internal buffers with a new set of lights. */
  41. void setLights(const Vector<LightData>& lightData, UINT32 numDirLights, UINT32 numRadialLights,
  42. UINT32 numSpotLights);
  43. /** Returns a GPU bindable buffer containing information about every light. */
  44. SPtr<GpuBuffer> getLightBuffer() const { return mLightBuffer; }
  45. /** Returns a GPU bindable param buffer containing meta-data about light in the ligth buffer. */
  46. SPtr<GpuParamBlockBuffer> getParamBuffer() const { return mParamBuffer; }
  47. /** Returns the number of directional lights in the lights buffer. */
  48. UINT32 getNumDirLights() const { return mNumLights[0]; }
  49. /** Returns the number of radial point lights in the lights buffer. */
  50. UINT32 getNumRadialLights() const { return mNumLights[1]; }
  51. /** Returns the number of spot point lights in the lights buffer. */
  52. UINT32 getNumSpotLights() const { return mNumLights[2]; }
  53. private:
  54. SPtr<GpuParamBlockBuffer> mParamBuffer;
  55. SPtr<GpuBuffer> mLightBuffer;
  56. UINT32 mNumLights[3];
  57. };
  58. BS_PARAM_BLOCK_BEGIN(TiledLightingParamDef)
  59. BS_PARAM_BLOCK_ENTRY(Vector3I, gLightOffsets)
  60. BS_PARAM_BLOCK_END
  61. extern TiledLightingParamDef gTiledLightingParamDef;
  62. /** Shader that performs a lighting pass over data stored in the Gbuffer. */
  63. class TiledDeferredLightingMat : public RendererMaterial<TiledDeferredLightingMat>
  64. {
  65. RMAT_DEF("TiledDeferredLighting.bsl");
  66. public:
  67. TiledDeferredLightingMat();
  68. /** Binds the material for rendering, sets up parameters and executes it. */
  69. void execute(const SPtr<RenderTargets>& gbuffer, const SPtr<GpuParamBlockBuffer>& perCamera);
  70. /** Binds all the active lights. */
  71. void setLights(const GPULightData& lightData);
  72. private:
  73. GpuParamTexture mGBufferA;
  74. GpuParamTexture mGBufferB;
  75. GpuParamTexture mGBufferDepth;
  76. GpuParamBuffer mLightBufferParam;
  77. GpuParamLoadStoreTexture mOutputParam;
  78. static const UINT32 TILE_SIZE;
  79. };
  80. /** @} */
  81. }}