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. 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. Matrix4 viewTransform;
  72. Matrix4 projTransform;
  73. Vector3 viewDirection;
  74. Vector3 viewOrigin;
  75. bool flipView;
  76. float nearPlane;
  77. float farPlane;
  78. ProjectionType projType;
  79. bool isOverlay : 1;
  80. bool isHDR : 1;
  81. bool noLighting : 1;
  82. bool noShadows : 1;
  83. bool triggerCallbacks : 1;
  84. bool runPostProcessing : 1;
  85. bool renderingReflections : 1;
  86. UINT64 visibleLayers;
  87. ConvexVolume cullFrustum;
  88. };
  89. /** Data shared between RENDERER_VIEW_TARGET_DESC and RendererViewTargetProperties */
  90. struct RendererViewTargetData
  91. {
  92. SPtr<RenderTarget> target;
  93. Rect2I viewRect;
  94. Rect2 nrmViewRect;
  95. UINT32 targetWidth;
  96. UINT32 targetHeight;
  97. UINT32 numSamples;
  98. UINT32 clearFlags;
  99. Color clearColor;
  100. float clearDepthValue;
  101. UINT16 clearStencilValue;
  102. };
  103. /** Set of properties describing the output render target used by a renderer view. */
  104. struct RENDERER_VIEW_TARGET_DESC : RendererViewTargetData
  105. { };
  106. /** Set of properties used describing a specific view that the renderer can render. */
  107. struct RENDERER_VIEW_DESC : RendererViewData
  108. {
  109. RENDERER_VIEW_TARGET_DESC target;
  110. StateReduction stateReduction;
  111. Camera* sceneCamera;
  112. };
  113. /** Set of properties used describing a specific view that the renderer can render. */
  114. struct RendererViewProperties : RendererViewData
  115. {
  116. RendererViewProperties() {}
  117. RendererViewProperties(const RENDERER_VIEW_DESC& src);
  118. Matrix4 viewProjTransform;
  119. Matrix4 prevViewProjTransform;
  120. SPtr<RenderTarget> target;
  121. Rect2I viewRect;
  122. Rect2 nrmViewRect;
  123. UINT32 numSamples;
  124. UINT32 clearFlags;
  125. Color clearColor;
  126. float clearDepthValue;
  127. UINT16 clearStencilValue;
  128. };
  129. /** Information whether certain scene objects are visible in a view, per object type. */
  130. struct VisibilityInfo
  131. {
  132. Vector<bool> renderables;
  133. Vector<bool> radialLights;
  134. Vector<bool> spotLights;
  135. Vector<bool> reflProbes;
  136. };
  137. /** Information used for culling an object against a view. */
  138. struct CullInfo
  139. {
  140. CullInfo(const Bounds& bounds, UINT64 layer = -1)
  141. :bounds(bounds), layer(layer)
  142. { }
  143. Bounds bounds;
  144. UINT64 layer;
  145. };
  146. /** Renderer information specific to a single render target. */
  147. struct RendererRenderTarget
  148. {
  149. SPtr<RenderTarget> target;
  150. Vector<Camera*> cameras;
  151. };
  152. /** Contains information about a single view into the scene, used by the renderer. */
  153. class RendererView
  154. {
  155. public:
  156. RendererView();
  157. RendererView(const RENDERER_VIEW_DESC& desc);
  158. /** Sets state reduction mode that determines how do render queues group & sort renderables. */
  159. void setStateReductionMode(StateReduction reductionMode);
  160. /** Updates the internal camera post-processing data. */
  161. void setPostProcessSettings(const SPtr<PostProcessSettings>& ppSettings);
  162. /** Updates the internal information with a new view transform. */
  163. void setTransform(const Vector3& origin, const Vector3& direction, const Matrix4& view,
  164. const Matrix4& proj, const ConvexVolume& worldFrustum);
  165. /** Updates all internal information with new view information. */
  166. void setView(const RENDERER_VIEW_DESC& desc);
  167. /** Returns a structure describing the view. */
  168. const RendererViewProperties& getProperties() const { return mProperties; }
  169. /** Returns the scene camera this object is based of. This can be null for manually constructed renderer cameras. */
  170. Camera* getSceneCamera() const { return mCamera; }
  171. /** Prepares render targets for rendering. When done call endFrame(). */
  172. void beginFrame();
  173. /** Ends rendering and frees any acquired resources. */
  174. void endFrame();
  175. /**
  176. * Returns a render queue containing all opaque objects. Make sure to call determineVisible() beforehand if view
  177. * or object transforms changed since the last time it was called.
  178. */
  179. const SPtr<RenderQueue>& getOpaqueQueue() const { return mOpaqueQueue; }
  180. /**
  181. * Returns a render queue containing all transparent objects. Make sure to call determineVisible() beforehand if
  182. * view or object transforms changed since the last time it was called.
  183. */
  184. const SPtr<RenderQueue>& getTransparentQueue() const { return mTransparentQueue; }
  185. /** Returns the compositor in charge of rendering for this view. */
  186. const RenderCompositor& getCompositor() const { return mCompositor; }
  187. /**
  188. * Populates view render queues by determining visible renderable objects.
  189. *
  190. * @param[in] renderables A set of renderable objects to iterate over and determine visibility for.
  191. * @param[in] cullInfos A set of world bounds & other information relevant for culling the provided
  192. * renderable objects. Must be the same size as the @p renderables array.
  193. * @param[out] visibility Output parameter that will have the true bit set for any visible renderable
  194. * object. If the bit for an object is already set to true, the method will never
  195. * change it to false which allows the same bitfield to be provided to multiple
  196. * renderer views. Must be the same size as the @p renderables array.
  197. *
  198. * As a side-effect, per-view visibility data is also calculated and can be
  199. * retrieved by calling getVisibilityMask().
  200. */
  201. void determineVisible(const Vector<RendererObject*>& renderables, const Vector<CullInfo>& cullInfos,
  202. Vector<bool>* visibility = nullptr);
  203. /**
  204. * Calculates the visibility masks for all the lights of the provided type.
  205. *
  206. * @param[in] lights A set of lights to determine visibility for.
  207. * @param[in] bounds Bounding sphere for each provided light. Must be the same size as the @p lights
  208. * array.
  209. * @param[in] type Type of all the lights in the @p lights array.
  210. * @param[out] visibility Output parameter that will have the true bit set for any visible light. If the
  211. * bit for a light is already set to true, the method will never change it to false
  212. * which allows the same bitfield to be provided to multiple renderer views. Must
  213. * be the same size as the @p lights array.
  214. *
  215. * As a side-effect, per-view visibility data is also calculated and can be
  216. * retrieved by calling getVisibilityMask().
  217. */
  218. void determineVisible(const Vector<RendererLight>& lights, const Vector<Sphere>& bounds, LightType type,
  219. Vector<bool>* visibility = nullptr);
  220. /**
  221. * Culls the provided set of bounds against the current frustum and outputs a set of visibility flags determining
  222. * which entry is or isn't visible by this view. Both inputs must be arrays of the same size.
  223. */
  224. void calculateVisibility(const Vector<CullInfo>& cullInfos, Vector<bool>& visibility) const;
  225. /**
  226. * Culls the provided set of bounds against the current frustum and outputs a set of visibility flags determining
  227. * which entry is or isn't visible by this view. Both inputs must be arrays of the same size.
  228. */
  229. void calculateVisibility(const Vector<Sphere>& bounds, Vector<bool>& visibility) const;
  230. /**
  231. * Culls the provided set of bounds against the current frustum and outputs a set of visibility flags determining
  232. * which entry is or isn't visible by this view. Both inputs must be arrays of the same size.
  233. */
  234. void calculateVisibility(const Vector<AABox>& bounds, Vector<bool>& visibility) const;
  235. /** Returns the visibility mask calculated with the last call to determineVisible(). */
  236. const VisibilityInfo& getVisibilityMasks() const { return mVisibility; }
  237. /** Returns per-view settings that control rendering. */
  238. const PostProcessSettings& getRenderSettings() const { return *mRenderSettings; }
  239. /**
  240. * Retrieves a hash value that is updated whenever render settings change. This can be used by external systems
  241. * to detect when they need to update.
  242. */
  243. UINT64 getRenderSettingsHash() const { return mRenderSettingsHash; }
  244. /** Updates the GPU buffer containing per-view information, with the latest internal data. */
  245. void updatePerViewBuffer();
  246. /** Returns a buffer that stores per-view parameters. */
  247. SPtr<GpuParamBlockBuffer> getPerViewBuffer() const { return mParamBuffer; }
  248. /**
  249. * Returns information about visible lights, in the form of a light grid, used for forward rendering. Only valid
  250. * after a call to updateLightGrid().
  251. */
  252. const LightGrid& getLightGrid() const { return mLightGrid; }
  253. /** Updates the light grid used for forward rendering. */
  254. void updateLightGrid(const VisibleLightData& visibleLightData, const VisibleReflProbeData& visibleReflProbeData);
  255. /**
  256. * Extracts the necessary values from the projection matrix that allow you to transform device Z value (range [0, 1]
  257. * into view Z value.
  258. *
  259. * @param[in] projMatrix Projection matrix that was used to create the device Z value to transform.
  260. * @return Returns two values that can be used to transform device z to view z using this formula:
  261. * z = (deviceZ + y) * x.
  262. */
  263. static Vector2 getDeviceZToViewZ(const Matrix4& projMatrix);
  264. /**
  265. * Extracts the necessary values from the projection matrix that allow you to transform NDC Z value (range depending
  266. * on render API) into view Z value.
  267. *
  268. * @param[in] projMatrix Projection matrix that was used to create the NDC Z value to transform.
  269. * @return Returns two values that can be used to transform NDC z to view z using this formula:
  270. * z = (NDCZ + y) * x.
  271. */
  272. static Vector2 getNDCZToViewZ(const Matrix4& projMatrix);
  273. /**
  274. * Returns a value that can be used for tranforming a depth value in NDC, to a depth value in device Z ([0, 1]
  275. * range using this formula: (NDCZ + y) * x.
  276. */
  277. static Vector2 getNDCZToDeviceZ();
  278. private:
  279. RendererViewProperties mProperties;
  280. RENDERER_VIEW_TARGET_DESC mTargetDesc;
  281. Camera* mCamera;
  282. SPtr<RenderQueue> mOpaqueQueue;
  283. SPtr<RenderQueue> mTransparentQueue;
  284. RenderCompositor mCompositor;
  285. SPtr<PostProcessSettings> mRenderSettings;
  286. UINT32 mRenderSettingsHash;
  287. SPtr<GpuParamBlockBuffer> mParamBuffer;
  288. VisibilityInfo mVisibility;
  289. LightGrid mLightGrid;
  290. };
  291. /** Contains one or multiple RendererView%s that are in some way related. */
  292. class RendererViewGroup
  293. {
  294. public:
  295. RendererViewGroup();
  296. RendererViewGroup(RendererView** views, UINT32 numViews, UINT32 shadowMapSize);
  297. /**
  298. * Updates the internal list of views. This is more efficient than always constructing a new instance of this class
  299. * when views change, as internal buffers don't need to be re-allocated.
  300. */
  301. void setViews(RendererView** views, UINT32 numViews);
  302. /** Returns a view at the specified index. Index must be less than the value returned by getNumViews(). */
  303. RendererView* getView(UINT32 idx) const { return mViews[idx]; }
  304. /** Returns the total number of views in the group. */
  305. UINT32 getNumViews() const { return (UINT32)mViews.size(); }
  306. /**
  307. * Returns information about visibility of various scene objects, from the perspective of all the views in the
  308. * group (visibility will be true if the object is visible from any of the views. determineVisibility() must be
  309. * called whenever the scene or view information changes (usually every frame).
  310. */
  311. const VisibilityInfo& getVisibilityInfo() const { return mVisibility; }
  312. /**
  313. * Returns information about lights visible from this group of views. Only valid after a call to
  314. * determineVisibility().
  315. */
  316. const VisibleLightData& getVisibleLightData() const { return mVisibleLightData; }
  317. /**
  318. * Returns information about refl. probes visible from this group of views. Only valid after a call to
  319. * determineVisibility().
  320. */
  321. const VisibleReflProbeData& getVisibleReflProbeData() const { return mVisibleReflProbeData; }
  322. /** Returns the object responsible for rendering shadows for this view group. */
  323. ShadowRendering& getShadowRenderer() { return mShadowRenderer; }
  324. /** Returns the object responsible for rendering shadows for this view group. */
  325. const ShadowRendering& getShadowRenderer() const { return mShadowRenderer; }
  326. /**
  327. * Updates visibility information for the provided scene objects, from the perspective of all views in this group,
  328. * and updates the render queues of each individual view. Use getVisibilityInfo() to retrieve the calculated
  329. * visibility information.
  330. */
  331. void determineVisibility(const SceneInfo& sceneInfo);
  332. private:
  333. Vector<RendererView*> mViews;
  334. VisibilityInfo mVisibility;
  335. VisibleLightData mVisibleLightData;
  336. VisibleReflProbeData mVisibleReflProbeData;
  337. // Note: Ideally we would want to keep this global, so all views share it. This way each view group renders its
  338. // own set of shadows, but there might be shadows that are shared, and therefore we could avoid rendering them
  339. // multiple times. Since non-primary view groups are used for pre-processing tasks exclusively (at the moment)
  340. // this isn't an issue right now.
  341. ShadowRendering mShadowRenderer;
  342. };
  343. /** @} */
  344. }}