BsRendererCamera.h 11 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(Vector2, gNDCZToWorldZ)
  27. BS_PARAM_BLOCK_ENTRY(Vector2, gNearFar)
  28. BS_PARAM_BLOCK_ENTRY(Vector4I, gViewportRectangle)
  29. BS_PARAM_BLOCK_ENTRY(Vector4, gClipToUVScaleOffset)
  30. BS_PARAM_BLOCK_ENTRY(float, gAmbientFactor)
  31. BS_PARAM_BLOCK_END
  32. extern PerCameraParamDef gPerCameraParamDef;
  33. BS_PARAM_BLOCK_BEGIN(SkyboxParamDef)
  34. BS_PARAM_BLOCK_ENTRY(Color, gClearColor)
  35. BS_PARAM_BLOCK_END
  36. extern SkyboxParamDef gSkyboxParamDef;
  37. /** Shader that renders a skybox using a cubemap or a solid color. */
  38. template<bool SOLID_COLOR>
  39. class SkyboxMat : public RendererMaterial<SkyboxMat<SOLID_COLOR>>
  40. {
  41. RMAT_DEF("Skybox.bsl");
  42. public:
  43. SkyboxMat();
  44. /** Binds the material for rendering and sets up any global parameters. */
  45. void bind(const SPtr<GpuParamBlockBuffer>& perCamera);
  46. /** Updates the skybox texture & solid color used by the material. */
  47. void setParams(const SPtr<Texture>& texture, const Color& solidColor);
  48. private:
  49. GpuParamTexture mSkyTextureParam;
  50. SPtr<GpuParamBlockBuffer> mParamBuffer;
  51. };
  52. /** Set of properties describing the output render target used by a renderer view. */
  53. struct RENDERER_VIEW_TARGET_DESC
  54. {
  55. SPtr<RenderTarget> target;
  56. Rect2I viewRect;
  57. Rect2 nrmViewRect;
  58. UINT32 targetWidth;
  59. UINT32 targetHeight;
  60. UINT32 numSamples;
  61. UINT32 clearFlags;
  62. Color clearColor;
  63. float clearDepthValue;
  64. UINT16 clearStencilValue;
  65. };
  66. /** Set of properties used describing a specific view that the renderer can render. */
  67. struct RENDERER_VIEW_DESC
  68. {
  69. RENDERER_VIEW_TARGET_DESC target;
  70. Matrix4 viewTransform;
  71. Matrix4 projTransform;
  72. Vector3 viewDirection;
  73. Vector3 viewOrigin;
  74. bool flipView;
  75. float nearPlane;
  76. float farPlane;
  77. bool isOverlay : 1;
  78. bool isHDR : 1;
  79. bool noLighting : 1;
  80. bool triggerCallbacks : 1;
  81. bool runPostProcessing : 1;
  82. bool renderingReflections : 1;
  83. UINT64 visibleLayers;
  84. ConvexVolume cullFrustum;
  85. StateReduction stateReduction;
  86. const Camera* sceneCamera;
  87. };
  88. /** Information whether certain scene objects are visible in a view, per object type. */
  89. struct VisibilityInfo
  90. {
  91. Vector<bool> renderables;
  92. };
  93. /** Information used for culling an object against a view. */
  94. struct CullInfo
  95. {
  96. CullInfo(const Bounds& bounds, UINT64 layer = -1)
  97. :bounds(bounds), layer(layer)
  98. { }
  99. Bounds bounds;
  100. UINT64 layer;
  101. };
  102. /** Contains information about a Camera, used by the Renderer. */
  103. class RendererCamera
  104. {
  105. public:
  106. RendererCamera();
  107. RendererCamera(const RENDERER_VIEW_DESC& desc);
  108. /** Sets state reduction mode that determines how do render queues group & sort renderables. */
  109. void setStateReductionMode(StateReduction reductionMode);
  110. /** Updates the internal camera post-processing data. */
  111. void setPostProcessSettings(const SPtr<PostProcessSettings>& ppSettings);
  112. /** Updates the internal information with a new view transform. */
  113. void setTransform(const Vector3& origin, const Vector3& direction, const Matrix4& view,
  114. const Matrix4& proj, const ConvexVolume& worldFrustum);
  115. /** Updates all internal information with new view information. */
  116. void setView(const RENDERER_VIEW_DESC& desc);
  117. /** Returns the world position of the view. */
  118. Vector3 getViewOrigin() const { return mViewDesc.viewOrigin; }
  119. /** Returns a matrix that contains combined projection and view transforms. */
  120. Matrix4 getViewProjMatrix() const { return mViewDesc.projTransform * mViewDesc.viewTransform; }
  121. /** Returns the distance to the near clipping plane. */
  122. float getNearPlane() const { return mViewDesc.nearPlane; }
  123. /** Returns the distance to the far clipping plane. */
  124. float getFarPlane() const { return mViewDesc.farPlane; }
  125. /** Returns true if the view requires high dynamic range rendering. */
  126. bool isHDR() const { return mViewDesc.isHDR; }
  127. /** Returns true if this view only renders overlay, and not scene objects. */
  128. bool isOverlay() const { return mViewDesc.isOverlay; }
  129. /** Returns true if the view should be rendered with no lighting. */
  130. bool renderWithNoLighting() const { return mViewDesc.noLighting; }
  131. /** Returns the final render target the rendered contents should be output to. */
  132. SPtr<RenderTarget> getFinalTarget() const { return mViewDesc.target.target; }
  133. /** Returns normalized coordinates of the viewport area this view renders to. */
  134. Rect2 getViewportRect() const { return mViewDesc.target.nrmViewRect; }
  135. /** Returns true if the resulting render target should be flipped vertically. */
  136. bool getFlipView() const { return mViewDesc.flipView; }
  137. /** Returns the color to clear the non-rendered areas of the scene color target to. */
  138. Color getClearColor() const { return mViewDesc.target.clearColor; }
  139. /** Returns the number of samples per pixel to render. */
  140. UINT32 getNumSamples() const { return mViewDesc.target.numSamples; }
  141. /** Returns true if the current view is being used to render reflection probes. */
  142. bool isRenderingReflections() const { return mViewDesc.renderingReflections; }
  143. /** Returns the scene camera this object is based of. This can be null for manually constructed renderer cameras. */
  144. const Camera* getSceneCamera() const { return mViewDesc.sceneCamera; }
  145. /** Returns true if external render callbacks should trigger for this view. */
  146. bool checkTriggerCallbacks() const { return mViewDesc.triggerCallbacks; }
  147. /** Returns true if post-processing effects should be triggered for this view. */
  148. bool checkRunPostProcessing() const { return mViewDesc.runPostProcessing; }
  149. /**
  150. * Prepares render targets for rendering. When done call endRendering().
  151. *
  152. * @param[in] useGBuffer Set to true if you will be rendering to internal render targets containing the
  153. * GBuffer (retrieved via getRenderTargets()).
  154. */
  155. void beginRendering(bool useGBuffer);
  156. /** Ends rendering and frees any acquired resources. */
  157. void endRendering();
  158. /** Returns the view's renderTargets. Only valid if called in-between beginRendering() and endRendering() calls. */
  159. SPtr<RenderTargets> getRenderTargets() const { return mRenderTargets; }
  160. /**
  161. * Returns a render queue containing all opaque objects. Make sure to call determineVisible() beforehand if view
  162. * or object transforms changed since the last time it was called.
  163. */
  164. const SPtr<RenderQueue>& getOpaqueQueue() const { return mOpaqueQueue; }
  165. /**
  166. * Returns a render queue containing all transparent objects. Make sure to call determineVisible() beforehand if
  167. * view or object transforms changed since the last time it was called.
  168. */
  169. const SPtr<RenderQueue>& getTransparentQueue() const { return mTransparentQueue; }
  170. /**
  171. * Populates view render queues by determining visible renderable objects.
  172. *
  173. * @param[in] renderables A set of renderable objects to iterate over and determine visibility for.
  174. * @param[in] cullInfos A set of world bounds & other information relevant for culling the provided
  175. * renderable objects. Must be the same size as the @p renderables array.
  176. * @param[out] visibility Output parameter that will have the true bit set for any visible renderable
  177. * object. If the bit for an object is already set to true, the method will never
  178. * change it to false which allows the same bitfield to be provided to multiple
  179. * renderer views. Must be the same size as the @p renderables array.
  180. *
  181. * As a side-effect, per-view visibility data is also calculated and can be
  182. * retrieved by calling getVisibilityMask().
  183. */
  184. void determineVisible(const Vector<RendererObject*>& renderables, const Vector<CullInfo>& cullInfos,
  185. Vector<bool>* visibility = nullptr);
  186. /**
  187. * Culls the provided set of bounds against the current frustum and outputs a set of visibility flags determining
  188. * which entry is or ins't visible by this view. Both inputs must be arrays of the same size.
  189. */
  190. void calculateVisibility(const Vector<CullInfo>& cullInfos, Vector<bool>& visibility) const;
  191. /**
  192. * Culls the provided set of bounds against the current frustum and outputs a set of visibility flags determining
  193. * which entry is or ins't visible by this view. Both inputs must be arrays of the same size.
  194. */
  195. void calculateVisibility(const Vector<Sphere>& bounds, Vector<bool>& visibility) const;
  196. /** Returns the visibility mask calculated with the last call to determineVisible(). */
  197. const VisibilityInfo& getVisibilityMasks() const { return mVisibility; }
  198. /**
  199. * Returns a structure containing information about post-processing effects. This structure will be modified and
  200. * maintained by the post-processing system.
  201. */
  202. PostProcessInfo& getPPInfo() { return mPostProcessInfo; }
  203. /** Updates the GPU buffer containing per-view information, with the latest internal data. */
  204. void updatePerViewBuffer();
  205. /** Returns a buffer that stores per-view parameters. */
  206. SPtr<GpuParamBlockBuffer> getPerViewBuffer() const { return mParamBuffer; }
  207. private:
  208. /**
  209. * Extracts the necessary values from the projection matrix that allow you to transform device Z value (range [0, 1]
  210. * into view Z value.
  211. *
  212. * @param[in] projMatrix Projection matrix that was used to create the device Z value to transform.
  213. * @return Returns two values that can be used to transform device z to view z using this formula:
  214. * z = (deviceZ + y) * x.
  215. */
  216. Vector2 getDeviceZTransform(const Matrix4& projMatrix) const;
  217. /**
  218. * Extracts the necessary values from the projection matrix that allow you to transform NDC Z value (range depending
  219. * on render API) into view Z value.
  220. *
  221. * @param[in] projMatrix Projection matrix that was used to create the NDC Z value to transform.
  222. * @return Returns two values that can be used to transform NDC z to view z using this formula:
  223. * z = (NDCZ + y) * x.
  224. */
  225. Vector2 getNDCZTransform(const Matrix4& projMatrix) const;
  226. RENDERER_VIEW_DESC mViewDesc;
  227. SPtr<RenderQueue> mOpaqueQueue;
  228. SPtr<RenderQueue> mTransparentQueue;
  229. SPtr<RenderTargets> mRenderTargets;
  230. PostProcessInfo mPostProcessInfo;
  231. bool mUsingGBuffer;
  232. SPtr<GpuParamBlockBuffer> mParamBuffer;
  233. VisibilityInfo mVisibility;
  234. };
  235. /** @} */
  236. }}