BsRenderBeast.h 9.1 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 "BsRenderer.h"
  6. #include "BsBounds.h"
  7. #include "BsSamplerOverrides.h"
  8. #include "BsRendererMaterial.h"
  9. #include "BsLightRendering.h"
  10. #include "BsReflectionProbeSampling.h"
  11. #include "BsObjectRendering.h"
  12. #include "BsPostProcessing.h"
  13. #include "BsRendererCamera.h"
  14. #include "BsRendererObject.h"
  15. namespace bs
  16. {
  17. struct RendererAnimationData;
  18. namespace ct
  19. {
  20. class LightGrid;
  21. /** @addtogroup RenderBeast
  22. * @{
  23. */
  24. /** Semantics that may be used for signaling the renderer for what is a certain shader parameter used for. */
  25. static StringID RPS_GBufferA = "GBufferA";
  26. static StringID RPS_GBufferB = "GBufferB";
  27. static StringID RPS_GBufferC = "GBufferC";
  28. static StringID RPS_GBufferDepth = "GBufferDepth";
  29. static StringID RPS_BoneMatrices = "BoneMatrices";
  30. /**
  31. * Default renderer for Banshee. Performs frustum culling, sorting and renders all scene objects while applying
  32. * lighting, shadowing, special effects and post-processing.
  33. *
  34. * @note Sim thread unless otherwise noted.
  35. */
  36. class RenderBeast : public Renderer
  37. {
  38. /** Renderer information specific to a single render target. */
  39. struct RendererRenderTarget
  40. {
  41. SPtr<RenderTarget> target;
  42. Vector<const Camera*> cameras;
  43. };
  44. /** Renderer information for a single material. */
  45. struct RendererMaterial
  46. {
  47. Vector<SPtr<GpuParamsSet>> params;
  48. UINT32 matVersion;
  49. };
  50. /** Contains information global to an entire frame. */
  51. struct FrameInfo
  52. {
  53. FrameInfo(float timeDelta, const RendererAnimationData& animData)
  54. :timeDelta(timeDelta), animData(animData)
  55. { }
  56. float timeDelta;
  57. const RendererAnimationData& animData;
  58. };
  59. public:
  60. RenderBeast();
  61. ~RenderBeast() { }
  62. /** @copydoc Renderer::getName */
  63. const StringID& getName() const override;
  64. /** @copydoc Renderer::renderAll */
  65. void renderAll() override;
  66. /** Sets options used for controlling the rendering. */
  67. void setOptions(const SPtr<RendererOptions>& options) override;
  68. /** Returns current set of options used for controlling the rendering. */
  69. SPtr<RendererOptions> getOptions() const override;
  70. /** @copydoc Renderer::initialize */
  71. void initialize() override;
  72. /** @copydoc Renderer::destroy */
  73. void destroy() override;
  74. /** @copydoc Renderer::createPostProcessSettings */
  75. SPtr<PostProcessSettings> createPostProcessSettings() const override;
  76. private:
  77. /** @copydoc Renderer::notifyCameraAdded */
  78. void notifyCameraAdded(const Camera* camera) override;
  79. /** @copydoc Renderer::notifyCameraUpdated */
  80. void notifyCameraUpdated(const Camera* camera, UINT32 updateFlag) override;
  81. /** @copydocRenderer::notifyCameraRemoved */
  82. void notifyCameraRemoved(const Camera* camera) override;
  83. /** @copydoc Renderer::notifyLightAdded */
  84. void notifyLightAdded(Light* light) override;
  85. /** @copydoc Renderer::notifyLightUpdated */
  86. void notifyLightUpdated(Light* light) override;
  87. /** @copydoc Renderer::notifyLightRemoved */
  88. void notifyLightRemoved(Light* light) override;
  89. /** @copydoc Renderer::notifyRenderableAdded */
  90. void notifyRenderableAdded(Renderable* renderable) override;
  91. /** @copydoc Renderer::notifyRenderableUpdated */
  92. void notifyRenderableUpdated(Renderable* renderable) override;
  93. /** @copydoc Renderer::notifyRenderableRemoved */
  94. void notifyRenderableRemoved(Renderable* renderable) override;
  95. /** @copydoc Renderer::notifyReflectionProbeAdded */
  96. void notifyReflectionProbeAdded(ReflectionProbe* probe) override;
  97. /** @copydoc Renderer::notifyReflectionProbeUpdated */
  98. void notifyReflectionProbeUpdated(ReflectionProbe* probe) override;
  99. /** @copydoc Renderer::notifyReflectionProbeRemoved */
  100. void notifyReflectionProbeRemoved(ReflectionProbe* probe) override;
  101. /** @copydoc Renderer::notifySkyboxAdded */
  102. void notifySkyboxAdded(Skybox* skybox) override;
  103. /** @copydoc Renderer::notifySkyboxTextureChanged */
  104. void notifySkyboxTextureChanged(Skybox* skybox) override;
  105. /** @copydoc Renderer::notifySkyboxRemoved */
  106. void notifySkyboxRemoved(Skybox* skybox) override;
  107. /**
  108. * Updates (or adds) renderer specific data for the specified camera. Should be called whenever camera properties
  109. * change.
  110. *
  111. * @param[in] camera Camera whose data to update.
  112. * @param[in] forceRemove If true, the camera data will be removed instead of updated.
  113. * @return Renderer camera object that represents the camera. Null if camera was removed.
  114. */
  115. RendererCamera* updateCameraData(const Camera* camera, bool forceRemove = false);
  116. /**
  117. * Updates the render options on the core thread.
  118. *
  119. * @note Core thread only.
  120. */
  121. void syncOptions(const RenderBeastOptions& options);
  122. /**
  123. * Performs rendering over all camera proxies.
  124. *
  125. * @param[in] time Current frame time in milliseconds.
  126. * @param[in] delta Time elapsed since the last frame.
  127. *
  128. * @note Core thread only.
  129. */
  130. void renderAllCore(float time, float delta);
  131. /**
  132. * Renders all provided views.
  133. *
  134. * @note Core thread only.
  135. */
  136. void renderViews(RendererCamera** views, UINT32 numViews, const FrameInfo& frameInfo);
  137. /**
  138. * Renders all objects visible by the provided view.
  139. *
  140. * @note Core thread only.
  141. */
  142. void renderView(RendererCamera* viewInfo, float frameDelta);
  143. /**
  144. * Renders all overlay callbacks of the provided view.
  145. *
  146. * @note Core thread only.
  147. */
  148. void renderOverlay(RendererCamera* viewInfo);
  149. /**
  150. * Renders a single element of a renderable object.
  151. *
  152. * @param[in] element Element to render.
  153. * @param[in] passIdx Index of the material pass to render the element with.
  154. * @param[in] bindPass If true the material pass will be bound for rendering, if false it is assumed it is
  155. * already bound.
  156. * @param[in] viewProj View projection matrix of the camera the element is being rendered with.
  157. */
  158. void renderElement(const BeastRenderableElement& element, UINT32 passIdx, bool bindPass, const Matrix4& viewProj);
  159. /**
  160. * Captures the scene at the specified location into a cubemap.
  161. *
  162. * @param[in] cubemap Cubemap to store the results in.
  163. * @param[in] position Position to capture the scene at.
  164. * @param[in] hdr If true scene will be captured in a format that supports high dynamic range.
  165. * @param[in] frameInfo Global information about the the frame currently being rendered.
  166. */
  167. void captureSceneCubeMap(const SPtr<Texture>& cubemap, const Vector3& position, bool hdr, const FrameInfo& frameInfo);
  168. /** Creates data used by the renderer on the core thread. */
  169. void initializeCore();
  170. /** Destroys data used by the renderer on the core thread. */
  171. void destroyCore();
  172. /** Updates reflection probes, rendering ones that are dirty and updating the global probe cubemap array. */
  173. void updateReflectionProbes(const FrameInfo& frameInfo);
  174. /**
  175. * Checks all sampler overrides in case material sampler states changed, and updates them.
  176. *
  177. * @param[in] force If true, all sampler overrides will be updated, regardless of a change in the material
  178. * was detected or not.
  179. */
  180. void refreshSamplerOverrides(bool force = false);
  181. // Core thread only fields
  182. Vector<RendererRenderTarget> mRenderTargets;
  183. UnorderedMap<const Camera*, RendererCamera*> mCameras;
  184. UnorderedMap<SamplerOverrideKey, MaterialSamplerOverrides*> mSamplerOverrides;
  185. Vector<RendererObject*> mRenderables;
  186. Vector<CullInfo> mRenderableCullInfos;
  187. Vector<bool> mRenderableVisibility; // Transient
  188. Vector<RendererLight> mDirectionalLights;
  189. Vector<RendererLight> mRadialLights;
  190. Vector<RendererLight> mSpotLights;
  191. Vector<Sphere> mPointLightWorldBounds;
  192. Vector<Sphere> mSpotLightWorldBounds;
  193. Vector<RendererReflectionProbe> mReflProbes;
  194. Vector<Sphere> mReflProbeWorldBounds;
  195. Vector<bool> mCubemapArrayUsedSlots;
  196. SPtr<Texture> mReflCubemapArrayTex;
  197. SPtr<RenderBeastOptions> mCoreOptions;
  198. DefaultMaterial* mDefaultMaterial;
  199. TiledDeferredLightingMaterials* mTiledDeferredLightingMats;
  200. FlatFramebufferToTextureMat* mFlatFramebufferToTextureMat;
  201. SkyboxMat<false>* mSkyboxMat;
  202. SkyboxMat<true>* mSkyboxSolidColorMat;
  203. Skybox* mSkybox;
  204. SPtr<Texture> mSkyboxTexture;
  205. SPtr<Texture> mSkyboxFilteredReflections;
  206. SPtr<Texture> mPreintegratedEnvBRDF;
  207. GPULightData* mGPULightData;
  208. GPUReflProbeData* mGPUReflProbeData;
  209. LightGrid* mLightGrid;
  210. ObjectRenderer* mObjectRenderer;
  211. // Sim thread only fields
  212. SPtr<RenderBeastOptions> mOptions;
  213. bool mOptionsDirty;
  214. // Helpers to avoid memory allocations
  215. Vector<LightData> mLightDataTemp;
  216. Vector<bool> mLightVisibilityTemp;
  217. Vector<ReflProbeData> mReflProbeDataTemp;
  218. Vector<bool> mReflProbeVisibilityTemp;
  219. };
  220. /** @} */
  221. }}