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- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
- #pragma once
- #include "BsRenderBeastPrerequisites.h"
- #include "BsPixelUtil.h"
- #include "BsRendererCamera.h"
- namespace bs { namespace ct
- {
- /** @addtogroup RenderBeast
- * @{
- */
- /** Types of render target textures that can be allocated by RenderTargets manager. */
- enum RenderTargetType
- {
- /**
- * Buffer containing albedo, normals, metalness/roughness and other material data, populated during base pass and
- * used during lighting and other operations.
- */
- RTT_GBuffer,
- /** Buffer containing intermediate lighting information used during deferred lighting pass. */
- RTT_LightAccumulation,
- /** Buffer containing final scene color information. */
- RTT_SceneColor
- };
- /**
- * Allocates and handles all the required render targets for rendering a scene from a specific view.
- *
- * @note Core thread only.
- */
- class RenderTargets
- {
- public:
- /**
- * Prepares any internal data for rendering. Should be called at the beginning of each frame, before allocating,
- * retrieving or binding any textures. Must eventually be followed by cleanup().
- */
- void prepare();
- /**
- * Cleans up any internal data after rendering. Should be called after done rendering for a frame. All allocations
- * must be released at this point and no further allocations or texture binds should be done until the next call
- * to prepare().
- */
- void cleanup();
- /** Returns the depth buffer as a bindable texture. */
- SPtr<Texture> getSceneDepth() const;
- /**
- * Allocates the textures required for rendering. Allocations are pooled so this is generally a fast operation
- * unless the size or other render target options changed. This must be called before binding render targets.
- */
- void allocate(RenderTargetType type);
- /**
- * Deallocates textures by returning them to the pool. This should be done when the caller is done using the render
- * targets, so that other systems might re-use them. This will not release any memory unless all render targets
- * pointing to those textures go out of scope.
- */
- void release(RenderTargetType type);
- /** Binds the GBuffer render target for rendering. */
- void bindGBuffer();
- /** Returns the first color texture of the gbuffer as a bindable texture. */
- SPtr<Texture> getGBufferA() const;
- /** Returns the second color texture of the gbuffer as a bindable texture. */
- SPtr<Texture> getGBufferB() const;
- /** Returns the third color texture of the gbuffer as a bindable texture. */
- SPtr<Texture> getGBufferC() const;
- /** Binds the scene color render target for rendering. */
- void bindSceneColor(bool readOnlyDepthStencil);
- /**
- * Returns the texture for storing the final scene color. If using MSAA see getSceneColorBuffer() instead. Only
- * available after bindSceneColor() has been called from this frame.
- **/
- SPtr<Texture> getSceneColor() const;
- /**
- * Flattened, buffer version of the texture returned by getSceneColor(). Required when MSAA is used, since
- * random writes to multisampled textures aren't supported on all render backends.
- */
- SPtr<GpuBuffer> getSceneColorBuffer() const;
- /** Returns the texture for storing of the intermediate lighting information. */
- SPtr<Texture> getLightAccumulation() const;
- /**
- * Flattened, buffer version of the texture returned by getLightAccumulation(). Required when MSAA is used, since
- * random writes to multisampled textures aren't supported on all render backends.
- */
- SPtr<GpuBuffer> getLightAccumulationBuffer() const;
- /**
- * Returns a scene color texture with a single-sample per pixel. If no multisampling is used, this is the same as
- * getSceneColor().
- */
- SPtr<Texture> getResolvedSceneColor() const;
- /** Returns a render target that can be used for rendering to the texture returned by getResolvedSceneColor(). */
- SPtr<RenderTexture> getResolvedSceneColorRT() const;
- /** Checks if the targets support HDR rendering. */
- bool getHDR() const { return mHDR; }
- /** Returns the number of samples per pixel supported by the targets. */
- UINT32 getNumSamples() const { return mViewTarget.numSamples; }
- /** Gets the width of the targets, in pixels. */
- UINT32 getWidth() const { return mWidth; }
- /** Gets the height of the targets, in pixels. */
- UINT32 getHeight() const { return mHeight; }
- /**
- * Creates a new set of render targets. Note in order to actually use the render targets you need to call the
- * relevant allocate* method before use.
- *
- * @param[in] view Information about the view that the render targets will be used for. Determines size
- * of the render targets, and the output color render target.
- * @param[in] hdr Should the render targets support high dynamic range rendering.
- */
- static SPtr<RenderTargets> create(const RENDERER_VIEW_TARGET_DESC& view, bool hdr);
- private:
- RenderTargets(const RENDERER_VIEW_TARGET_DESC& view, bool hdr);
- RENDERER_VIEW_TARGET_DESC mViewTarget;
- SPtr<PooledRenderTexture> mAlbedoTex;
- SPtr<PooledRenderTexture> mNormalTex;
- SPtr<PooledRenderTexture> mRoughMetalTex;
- SPtr<PooledRenderTexture> mDepthTex;
- SPtr<PooledRenderTexture> mLightAccumulationTex;
- SPtr<PooledStorageBuffer> mFlattenedLightAccumulationBuffer;
- SPtr<PooledRenderTexture> mSceneColorTex;
- SPtr<PooledRenderTexture> mSceneColorNonMSAATex;
- SPtr<PooledStorageBuffer> mFlattenedSceneColorBuffer;
- SPtr<RenderTexture> mGBufferRT;
- SPtr<RenderTexture> mSceneColorRT;
- PixelFormat mSceneColorFormat;
- PixelFormat mAlbedoFormat;
- PixelFormat mNormalFormat;
- bool mHDR;
- UINT32 mWidth;
- UINT32 mHeight;
- };
- /** @} */
- }}
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