BsRendererCamera.h 9.8 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. /** Data shared between RENDERER_VIEW_DESC and RendererViewProperties */
  53. struct RendererViewData
  54. {
  55. Matrix4 viewTransform;
  56. Matrix4 projTransform;
  57. Vector3 viewDirection;
  58. Vector3 viewOrigin;
  59. bool flipView;
  60. float nearPlane;
  61. float farPlane;
  62. ProjectionType projType;
  63. bool isOverlay : 1;
  64. bool isHDR : 1;
  65. bool noLighting : 1;
  66. bool triggerCallbacks : 1;
  67. bool runPostProcessing : 1;
  68. bool renderingReflections : 1;
  69. UINT64 visibleLayers;
  70. ConvexVolume cullFrustum;
  71. };
  72. /** Data shared between RENDERER_VIEW_TARGET_DESC and RendererViewTargetProperties */
  73. struct RendererViewTargetData
  74. {
  75. SPtr<RenderTarget> target;
  76. Rect2I viewRect;
  77. Rect2 nrmViewRect;
  78. UINT32 targetWidth;
  79. UINT32 targetHeight;
  80. UINT32 numSamples;
  81. UINT32 clearFlags;
  82. Color clearColor;
  83. float clearDepthValue;
  84. UINT16 clearStencilValue;
  85. };
  86. /** Set of properties describing the output render target used by a renderer view. */
  87. struct RENDERER_VIEW_TARGET_DESC : RendererViewTargetData
  88. { };
  89. /** Set of properties used describing a specific view that the renderer can render. */
  90. struct RENDERER_VIEW_DESC : RendererViewData
  91. {
  92. RENDERER_VIEW_TARGET_DESC target;
  93. StateReduction stateReduction;
  94. const Camera* sceneCamera;
  95. };
  96. /** Set of properties used describing a specific view that the renderer can render. */
  97. struct RendererViewProperties : RendererViewData
  98. {
  99. RendererViewProperties() {}
  100. RendererViewProperties(const RENDERER_VIEW_DESC& src);
  101. Matrix4 viewProjTransform;
  102. SPtr<RenderTarget> target;
  103. Rect2 nrmViewRect;
  104. UINT32 numSamples;
  105. UINT32 clearFlags;
  106. Color clearColor;
  107. float clearDepthValue;
  108. UINT16 clearStencilValue;
  109. };
  110. /** Information whether certain scene objects are visible in a view, per object type. */
  111. struct VisibilityInfo
  112. {
  113. Vector<bool> renderables;
  114. };
  115. /** Information used for culling an object against a view. */
  116. struct CullInfo
  117. {
  118. CullInfo(const Bounds& bounds, UINT64 layer = -1)
  119. :bounds(bounds), layer(layer)
  120. { }
  121. Bounds bounds;
  122. UINT64 layer;
  123. };
  124. /** Contains information about a Camera, used by the Renderer. */
  125. class RendererCamera
  126. {
  127. public:
  128. RendererCamera();
  129. RendererCamera(const RENDERER_VIEW_DESC& desc);
  130. /** Sets state reduction mode that determines how do render queues group & sort renderables. */
  131. void setStateReductionMode(StateReduction reductionMode);
  132. /** Updates the internal camera post-processing data. */
  133. void setPostProcessSettings(const SPtr<PostProcessSettings>& ppSettings);
  134. /** Updates the internal information with a new view transform. */
  135. void setTransform(const Vector3& origin, const Vector3& direction, const Matrix4& view,
  136. const Matrix4& proj, const ConvexVolume& worldFrustum);
  137. /** Updates all internal information with new view information. */
  138. void setView(const RENDERER_VIEW_DESC& desc);
  139. /** Returns a structure describing the view. */
  140. const RendererViewProperties& getProperties() const { return mProperties; }
  141. /** Returns the scene camera this object is based of. This can be null for manually constructed renderer cameras. */
  142. const Camera* getSceneCamera() const { return mCamera; }
  143. /**
  144. * Prepares render targets for rendering. When done call endRendering().
  145. *
  146. * @param[in] useGBuffer Set to true if you will be rendering to internal render targets containing the
  147. * GBuffer (retrieved via getRenderTargets()).
  148. */
  149. void beginRendering(bool useGBuffer);
  150. /** Ends rendering and frees any acquired resources. */
  151. void endRendering();
  152. /** Returns the view's renderTargets. Only valid if called in-between beginRendering() and endRendering() calls. */
  153. SPtr<RenderTargets> getRenderTargets() const { return mRenderTargets; }
  154. /**
  155. * Returns a render queue containing all opaque objects. Make sure to call determineVisible() beforehand if view
  156. * or object transforms changed since the last time it was called.
  157. */
  158. const SPtr<RenderQueue>& getOpaqueQueue() const { return mOpaqueQueue; }
  159. /**
  160. * Returns a render queue containing all transparent objects. Make sure to call determineVisible() beforehand if
  161. * view or object transforms changed since the last time it was called.
  162. */
  163. const SPtr<RenderQueue>& getTransparentQueue() const { return mTransparentQueue; }
  164. /**
  165. * Populates view render queues by determining visible renderable objects.
  166. *
  167. * @param[in] renderables A set of renderable objects to iterate over and determine visibility for.
  168. * @param[in] cullInfos A set of world bounds & other information relevant for culling the provided
  169. * renderable objects. Must be the same size as the @p renderables array.
  170. * @param[out] visibility Output parameter that will have the true bit set for any visible renderable
  171. * object. If the bit for an object is already set to true, the method will never
  172. * change it to false which allows the same bitfield to be provided to multiple
  173. * renderer views. Must be the same size as the @p renderables array.
  174. *
  175. * As a side-effect, per-view visibility data is also calculated and can be
  176. * retrieved by calling getVisibilityMask().
  177. */
  178. void determineVisible(const Vector<RendererObject*>& renderables, const Vector<CullInfo>& cullInfos,
  179. Vector<bool>* visibility = nullptr);
  180. /**
  181. * Culls the provided set of bounds against the current frustum and outputs a set of visibility flags determining
  182. * which entry is or ins't visible by this view. Both inputs must be arrays of the same size.
  183. */
  184. void calculateVisibility(const Vector<CullInfo>& cullInfos, Vector<bool>& visibility) const;
  185. /**
  186. * Culls the provided set of bounds against the current frustum and outputs a set of visibility flags determining
  187. * which entry is or ins't visible by this view. Both inputs must be arrays of the same size.
  188. */
  189. void calculateVisibility(const Vector<Sphere>& bounds, Vector<bool>& visibility) const;
  190. /** Returns the visibility mask calculated with the last call to determineVisible(). */
  191. const VisibilityInfo& getVisibilityMasks() const { return mVisibility; }
  192. /**
  193. * Returns a structure containing information about post-processing effects. This structure will be modified and
  194. * maintained by the post-processing system.
  195. */
  196. PostProcessInfo& getPPInfo() { return mPostProcessInfo; }
  197. /** Updates the GPU buffer containing per-view information, with the latest internal data. */
  198. void updatePerViewBuffer();
  199. /** Returns a buffer that stores per-view parameters. */
  200. SPtr<GpuParamBlockBuffer> getPerViewBuffer() const { return mParamBuffer; }
  201. private:
  202. /**
  203. * Extracts the necessary values from the projection matrix that allow you to transform device Z value (range [0, 1]
  204. * into view Z value.
  205. *
  206. * @param[in] projMatrix Projection matrix that was used to create the device Z value to transform.
  207. * @return Returns two values that can be used to transform device z to view z using this formula:
  208. * z = (deviceZ + y) * x.
  209. */
  210. Vector2 getDeviceZTransform(const Matrix4& projMatrix) const;
  211. /**
  212. * Extracts the necessary values from the projection matrix that allow you to transform NDC Z value (range depending
  213. * on render API) into view Z value.
  214. *
  215. * @param[in] projMatrix Projection matrix that was used to create the NDC Z value to transform.
  216. * @return Returns two values that can be used to transform NDC z to view z using this formula:
  217. * z = (NDCZ + y) * x.
  218. */
  219. Vector2 getNDCZTransform(const Matrix4& projMatrix) const;
  220. RendererViewProperties mProperties;
  221. RENDERER_VIEW_TARGET_DESC mTargetDesc;
  222. const Camera* mCamera;
  223. SPtr<RenderQueue> mOpaqueQueue;
  224. SPtr<RenderQueue> mTransparentQueue;
  225. SPtr<RenderTargets> mRenderTargets;
  226. PostProcessInfo mPostProcessInfo;
  227. bool mUsingGBuffer;
  228. SPtr<GpuParamBlockBuffer> mParamBuffer;
  229. VisibilityInfo mVisibility;
  230. };
  231. /** @} */
  232. }}