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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 "BsPostProcessing.h"
- #include "BsObjectRendering.h"
- #include "BsRenderQueue.h"
- #include "BsRendererObject.h"
- #include "BsBounds.h"
- namespace BansheeEngine
- {
- /** @addtogroup RenderBeast
- * @{
- */
- /** Contains information about a Camera, used by the Renderer. */
- class RendererCamera
- {
- public:
- RendererCamera();
- RendererCamera(const CameraCore* camera, StateReduction reductionMode);
- /** Updates the internal camera data, usually called after source camera changes. */
- void update(StateReduction reductionMode);
- /** Updates the internal camera post-processing data. */
- void updatePP();
- /**
- * Prepares camera render targets for rendering. When done call endRendering().
- *
- * @param[in] useRenderTargets If using the internal render targets containing the GBuffer (retrieved via
- * getRenderTargets()) while rendering you must set this to true.
- */
- void beginRendering(bool useRenderTargets);
- /** Ends rendering and frees any acquired resources. */
- void endRendering();
- /** Returns the camera's renderTargets. Only valid if called in-between beginRendering() and endRendering() calls. */
- SPtr<RenderTargets> getRenderTargets() const { return mRenderTargets; }
- /**
- * Returns a render queue containing all opaque objects. Make sure to call determineVisible() beforehand if camera
- * or object transforms changed since the last time it was called.
- */
- const SPtr<RenderQueue>& getOpaqueQueue() const { return mOpaqueQueue; }
-
- /**
- * Returns a render queue containing all transparent objects. Make sure to call determineVisible() beforehand if
- * camera or object transforms changed since the last time it was called.
- */
- const SPtr<RenderQueue>& getTransparentQueue() const { return mTransparentQueue; }
- /**
- * Populates camera render queues by determining visible renderable objects.
- *
- * @param[in] renderables A set of renderable objects to iterate over and determine visibility for.
- * @param[in] renderableBounds A set of world bounds for the provided renderable objects. Must be the same size
- * as the @p renderables array.
- * @param[in] visibility Output parameter that will have the true bit set for any visible renderable
- * object. If the bit for an object is already set to true, the method will never
- * change it to false which allows the same bitfield to be provided to multiple
- * renderer cameras. Must be the same size as the @p renderables array.
- */
- void determineVisible(Vector<RendererObject>& renderables, const Vector<Bounds>& renderableBounds,
- Vector<bool>& visibility);
- /**
- * Returns a structure containing information about post-processing effects. This structure will be modified and
- * maintained by the post-processing system.
- */
- PostProcessInfo& getPPInfo() { return mPostProcessInfo; }
- /** Returns an object with camera's information, used for populating per-camera parameter buffers. */
- CameraShaderData getShaderData();
- private:
- /**
- * Extracts the necessary values from the projection matrix that allow you to transform device Z value into
- * world Z value.
- *
- * @param[in] projMatrix Projection matrix that was used to create the device Z value to transform.
- * @return Returns two values that can be used to transform device z to world z using this formula:
- * z = (deviceZ + y) * x.
- */
- Vector2 getDeviceZTransform(const Matrix4& projMatrix) const;
- const CameraCore* mCamera;
- SPtr<RenderQueue> mOpaqueQueue;
- SPtr<RenderQueue> mTransparentQueue;
- SPtr<RenderTargets> mRenderTargets;
- PostProcessInfo mPostProcessInfo;
- bool mUsingRenderTargets;
- };
- /** @} */
- }
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