BsRendererView.h 17 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 "Renderer/BsRenderQueue.h"
  8. #include "BsRendererObject.h"
  9. #include "Math/BsBounds.h"
  10. #include "Math/BsConvexVolume.h"
  11. #include "Renderer/BsLight.h"
  12. #include "BsLightGrid.h"
  13. #include "BsShadowRendering.h"
  14. #include "BsRenderCompositor.h"
  15. namespace bs { namespace ct
  16. {
  17. struct SceneInfo;
  18. class RendererLight;
  19. /** @addtogroup RenderBeast
  20. * @{
  21. */
  22. BS_PARAM_BLOCK_BEGIN(PerCameraParamDef)
  23. BS_PARAM_BLOCK_ENTRY(Vector3, gViewDir)
  24. BS_PARAM_BLOCK_ENTRY(Vector3, gViewOrigin)
  25. BS_PARAM_BLOCK_ENTRY(Matrix4, gMatViewProj)
  26. BS_PARAM_BLOCK_ENTRY(Matrix4, gMatView)
  27. BS_PARAM_BLOCK_ENTRY(Matrix4, gMatProj)
  28. BS_PARAM_BLOCK_ENTRY(Matrix4, gMatInvProj)
  29. BS_PARAM_BLOCK_ENTRY(Matrix4, gMatInvViewProj)
  30. BS_PARAM_BLOCK_ENTRY(Matrix4, gMatScreenToWorld)
  31. BS_PARAM_BLOCK_ENTRY(Matrix4, gNDCToPrevNDC)
  32. BS_PARAM_BLOCK_ENTRY(Vector2, gDeviceZToWorldZ)
  33. BS_PARAM_BLOCK_ENTRY(Vector2, gNDCZToWorldZ)
  34. BS_PARAM_BLOCK_ENTRY(Vector2, gNDCZToDeviceZ)
  35. BS_PARAM_BLOCK_ENTRY(Vector2, gNearFar)
  36. BS_PARAM_BLOCK_ENTRY(Vector4I, gViewportRectangle)
  37. BS_PARAM_BLOCK_ENTRY(Vector4, gClipToUVScaleOffset)
  38. BS_PARAM_BLOCK_ENTRY(float, gAmbientFactor)
  39. BS_PARAM_BLOCK_END
  40. extern PerCameraParamDef gPerCameraParamDef;
  41. BS_PARAM_BLOCK_BEGIN(SkyboxParamDef)
  42. BS_PARAM_BLOCK_ENTRY(Color, gClearColor)
  43. BS_PARAM_BLOCK_END
  44. extern SkyboxParamDef gSkyboxParamDef;
  45. /** Shader that renders a skybox using a cubemap or a solid color. */
  46. class SkyboxMat : public RendererMaterial<SkyboxMat>
  47. {
  48. RMAT_DEF("Skybox.bsl");
  49. /** Helper method used for initializing variations of this material. */
  50. template<bool color>
  51. static const ShaderVariation& getVariation()
  52. {
  53. static ShaderVariation variation = ShaderVariation({
  54. ShaderVariation::Param("SOLID_COLOR", color)
  55. });
  56. return variation;
  57. }
  58. public:
  59. SkyboxMat();
  60. /** Binds the material for rendering and sets up any parameters. */
  61. void bind(const SPtr<GpuParamBlockBuffer>& perCamera, const SPtr<Texture>& texture, const Color& solidColor);
  62. /**
  63. * Returns the material variation matching the provided parameters.
  64. *
  65. * @param[in] color When true the material will use a solid color to render a skybox. When false a user
  66. * provided texture will be used instead.
  67. */
  68. static SkyboxMat* getVariation(bool color);
  69. private:
  70. GpuParamTexture mSkyTextureParam;
  71. SPtr<GpuParamBlockBuffer> mParamBuffer;
  72. };
  73. /** Data shared between RENDERER_VIEW_DESC and RendererViewProperties */
  74. struct RendererViewData
  75. {
  76. RendererViewData();
  77. Matrix4 viewTransform;
  78. Matrix4 projTransform;
  79. Vector3 viewDirection;
  80. Vector3 viewOrigin;
  81. bool flipView;
  82. float nearPlane;
  83. float farPlane;
  84. ProjectionType projType;
  85. /**
  86. * When enabled, renderer extension callbacks will be triggered, allowing other systems to inject their own
  87. * render operations into the view.
  88. */
  89. bool triggerCallbacks : 1;
  90. /** When enabled, post-processing effects (like tonemapping) will be executed. */
  91. bool runPostProcessing : 1;
  92. /**
  93. * Determines if the view is currently rendering reflection probes. This ensures the systems can disable refl.
  94. * probe reads in order to prevent incorrect rendering (since probes won't yet have any data).
  95. */
  96. bool renderingReflections : 1;
  97. /**
  98. * When enabled the alpha channel of the final render target will be populated with an encoded depth value.
  99. * Parameters @p depthEncodeNear and @p depthEncodeFar control which range of the depth buffer to encode.
  100. */
  101. bool encodeDepth : 1;
  102. /**
  103. * Controls at which position to start encoding depth, in view space. Only relevant with @p encodeDepth is enabled.
  104. * Depth will be linearly interpolated between this value and @p depthEncodeFar.
  105. */
  106. float depthEncodeNear;
  107. /**
  108. * Controls at which position to stop encoding depth, in view space. Only relevant with @p encodeDepth is enabled.
  109. * Depth will be linearly interpolated between @p depthEncodeNear and this value.
  110. */
  111. float depthEncodeFar;
  112. UINT64 visibleLayers;
  113. ConvexVolume cullFrustum;
  114. };
  115. /** Data shared between RENDERER_VIEW_TARGET_DESC and RendererViewTargetProperties */
  116. struct RendererViewTargetData
  117. {
  118. SPtr<RenderTarget> target;
  119. Rect2I viewRect;
  120. Rect2 nrmViewRect;
  121. UINT32 targetWidth;
  122. UINT32 targetHeight;
  123. UINT32 numSamples;
  124. UINT32 clearFlags;
  125. Color clearColor;
  126. float clearDepthValue;
  127. UINT16 clearStencilValue;
  128. };
  129. /** Set of properties describing the output render target used by a renderer view. */
  130. struct RENDERER_VIEW_TARGET_DESC : RendererViewTargetData
  131. { };
  132. /** Set of properties used describing a specific view that the renderer can render. */
  133. struct RENDERER_VIEW_DESC : RendererViewData
  134. {
  135. RENDERER_VIEW_TARGET_DESC target;
  136. StateReduction stateReduction;
  137. Camera* sceneCamera;
  138. };
  139. /** Set of properties used describing a specific view that the renderer can render. */
  140. struct RendererViewProperties : RendererViewData
  141. {
  142. RendererViewProperties() {}
  143. RendererViewProperties(const RENDERER_VIEW_DESC& src);
  144. Matrix4 viewProjTransform;
  145. Matrix4 prevViewProjTransform;
  146. SPtr<RenderTarget> target;
  147. Rect2I viewRect;
  148. Rect2 nrmViewRect;
  149. UINT32 numSamples;
  150. UINT32 frameIdx;
  151. UINT32 clearFlags;
  152. Color clearColor;
  153. float clearDepthValue;
  154. UINT16 clearStencilValue;
  155. };
  156. /** Information whether certain scene objects are visible in a view, per object type. */
  157. struct VisibilityInfo
  158. {
  159. Vector<bool> renderables;
  160. Vector<bool> radialLights;
  161. Vector<bool> spotLights;
  162. Vector<bool> reflProbes;
  163. };
  164. /** Information used for culling an object against a view. */
  165. struct CullInfo
  166. {
  167. CullInfo(const Bounds& bounds, UINT64 layer = -1)
  168. :bounds(bounds), layer(layer)
  169. { }
  170. Bounds bounds;
  171. UINT64 layer;
  172. };
  173. /** Renderer information specific to a single render target. */
  174. struct RendererRenderTarget
  175. {
  176. SPtr<RenderTarget> target;
  177. Vector<Camera*> cameras;
  178. };
  179. /** Contains information about a single view into the scene, used by the renderer. */
  180. class RendererView
  181. {
  182. public:
  183. RendererView();
  184. RendererView(const RENDERER_VIEW_DESC& desc);
  185. /** Sets state reduction mode that determines how do render queues group & sort renderables. */
  186. void setStateReductionMode(StateReduction reductionMode);
  187. /** Updates the internal camera render settings. */
  188. void setRenderSettings(const SPtr<RenderSettings>& settings);
  189. /** Updates the internal information with a new view transform. */
  190. void setTransform(const Vector3& origin, const Vector3& direction, const Matrix4& view,
  191. const Matrix4& proj, const ConvexVolume& worldFrustum);
  192. /** Updates all internal information with new view information. */
  193. void setView(const RENDERER_VIEW_DESC& desc);
  194. /** Returns a structure describing the view. */
  195. const RendererViewProperties& getProperties() const { return mProperties; }
  196. /** Returns the scene camera this object is based of. This can be null for manually constructed renderer cameras. */
  197. Camera* getSceneCamera() const { return mCamera; }
  198. /** Prepares render targets for rendering. When done call endFrame(). */
  199. void beginFrame();
  200. /** Ends rendering and frees any acquired resources. */
  201. void endFrame();
  202. /**
  203. * Returns a render queue containing all opaque objects. Make sure to call determineVisible() beforehand if view
  204. * or object transforms changed since the last time it was called.
  205. */
  206. const SPtr<RenderQueue>& getOpaqueQueue() const { return mOpaqueQueue; }
  207. /**
  208. * Returns a render queue containing all transparent objects. Make sure to call determineVisible() beforehand if
  209. * view or object transforms changed since the last time it was called.
  210. */
  211. const SPtr<RenderQueue>& getTransparentQueue() const { return mTransparentQueue; }
  212. /** Returns the compositor in charge of rendering for this view. */
  213. const RenderCompositor& getCompositor() const { return mCompositor; }
  214. /**
  215. * Populates view render queues by determining visible renderable objects.
  216. *
  217. * @param[in] renderables A set of renderable objects to iterate over and determine visibility for.
  218. * @param[in] cullInfos A set of world bounds & other information relevant for culling the provided
  219. * renderable objects. Must be the same size as the @p renderables array.
  220. * @param[out] visibility Output parameter that will have the true bit set for any visible renderable
  221. * object. If the bit for an object is already set to true, the method will never
  222. * change it to false which allows the same bitfield to be provided to multiple
  223. * renderer views. Must be the same size as the @p renderables array.
  224. *
  225. * As a side-effect, per-view visibility data is also calculated and can be
  226. * retrieved by calling getVisibilityMask().
  227. */
  228. void determineVisible(const Vector<RendererObject*>& renderables, const Vector<CullInfo>& cullInfos,
  229. Vector<bool>* visibility = nullptr);
  230. /**
  231. * Calculates the visibility masks for all the lights of the provided type.
  232. *
  233. * @param[in] lights A set of lights to determine visibility for.
  234. * @param[in] bounds Bounding sphere for each provided light. Must be the same size as the @p lights
  235. * array.
  236. * @param[in] type Type of all the lights in the @p lights array.
  237. * @param[out] visibility Output parameter that will have the true bit set for any visible light. If the
  238. * bit for a light is already set to true, the method will never change it to false
  239. * which allows the same bitfield to be provided to multiple renderer views. Must
  240. * be the same size as the @p lights array.
  241. *
  242. * As a side-effect, per-view visibility data is also calculated and can be
  243. * retrieved by calling getVisibilityMask().
  244. */
  245. void determineVisible(const Vector<RendererLight>& lights, const Vector<Sphere>& bounds, LightType type,
  246. Vector<bool>* visibility = nullptr);
  247. /**
  248. * Culls the provided set of bounds against the current frustum and outputs a set of visibility flags determining
  249. * which entry is or isn't visible by this view. Both inputs must be arrays of the same size.
  250. */
  251. void calculateVisibility(const Vector<CullInfo>& cullInfos, Vector<bool>& visibility) const;
  252. /**
  253. * Culls the provided set of bounds against the current frustum and outputs a set of visibility flags determining
  254. * which entry is or isn't visible by this view. Both inputs must be arrays of the same size.
  255. */
  256. void calculateVisibility(const Vector<Sphere>& bounds, Vector<bool>& visibility) const;
  257. /**
  258. * Culls the provided set of bounds against the current frustum and outputs a set of visibility flags determining
  259. * which entry is or isn't visible by this view. Both inputs must be arrays of the same size.
  260. */
  261. void calculateVisibility(const Vector<AABox>& bounds, Vector<bool>& visibility) const;
  262. /** Returns the visibility mask calculated with the last call to determineVisible(). */
  263. const VisibilityInfo& getVisibilityMasks() const { return mVisibility; }
  264. /** Returns per-view settings that control rendering. */
  265. const RenderSettings& getRenderSettings() const { return *mRenderSettings; }
  266. /**
  267. * Retrieves a hash value that is updated whenever render settings change. This can be used by external systems
  268. * to detect when they need to update.
  269. */
  270. UINT64 getRenderSettingsHash() const { return mRenderSettingsHash; }
  271. /** Updates the GPU buffer containing per-view information, with the latest internal data. */
  272. void updatePerViewBuffer();
  273. /** Returns a buffer that stores per-view parameters. */
  274. SPtr<GpuParamBlockBuffer> getPerViewBuffer() const { return mParamBuffer; }
  275. /**
  276. * Returns information about visible lights, in the form of a light grid, used for forward rendering. Only valid
  277. * after a call to updateLightGrid().
  278. */
  279. const LightGrid& getLightGrid() const { return mLightGrid; }
  280. /** Updates the light grid used for forward rendering. */
  281. void updateLightGrid(const VisibleLightData& visibleLightData, const VisibleReflProbeData& visibleReflProbeData);
  282. /**
  283. * Returns a value that can be used for transforming x, y coordinates from NDC into UV coordinates that can be used
  284. * for sampling a texture projected on the view.
  285. *
  286. * @return Returns two 2D values that can be used to transform the coordinate as such: UV = NDC * xy + zw.
  287. */
  288. Vector4 getNDCToUV() const;
  289. /** Returns an index of this view within the parent view group. */
  290. UINT32 getViewIdx() const { return mViewIdx; }
  291. /** Assigns a view index to the view. To be called by the parent view group when the view is added to it. */
  292. void _setViewIdx(UINT32 viewIdx) { mViewIdx = viewIdx; }
  293. /**
  294. * Extracts the necessary values from the projection matrix that allow you to transform device Z value (range [0, 1]
  295. * into view Z value.
  296. *
  297. * @param[in] projMatrix Projection matrix that was used to create the device Z value to transform.
  298. * @return Returns two values that can be used to transform device z to view z using this formula:
  299. * z = (deviceZ + y) * x.
  300. */
  301. static Vector2 getDeviceZToViewZ(const Matrix4& projMatrix);
  302. /**
  303. * Extracts the necessary values from the projection matrix that allow you to transform NDC Z value (range depending
  304. * on render API) into view Z value.
  305. *
  306. * @param[in] projMatrix Projection matrix that was used to create the NDC Z value to transform.
  307. * @return Returns two values that can be used to transform NDC z to view z using this formula:
  308. * z = (NDCZ + y) * x.
  309. */
  310. static Vector2 getNDCZToViewZ(const Matrix4& projMatrix);
  311. /**
  312. * Returns a value that can be used for tranforming a depth value in NDC, to a depth value in device Z ([0, 1]
  313. * range using this formula: (NDCZ + y) * x.
  314. */
  315. static Vector2 getNDCZToDeviceZ();
  316. private:
  317. RendererViewProperties mProperties;
  318. RENDERER_VIEW_TARGET_DESC mTargetDesc;
  319. Camera* mCamera;
  320. SPtr<RenderQueue> mOpaqueQueue;
  321. SPtr<RenderQueue> mTransparentQueue;
  322. RenderCompositor mCompositor;
  323. SPtr<RenderSettings> mRenderSettings;
  324. UINT32 mRenderSettingsHash;
  325. SPtr<GpuParamBlockBuffer> mParamBuffer;
  326. VisibilityInfo mVisibility;
  327. LightGrid mLightGrid;
  328. UINT32 mViewIdx;
  329. };
  330. /** Contains one or multiple RendererView%s that are in some way related. */
  331. class RendererViewGroup
  332. {
  333. public:
  334. RendererViewGroup();
  335. RendererViewGroup(RendererView** views, UINT32 numViews, UINT32 shadowMapSize);
  336. /**
  337. * Updates the internal list of views. This is more efficient than always constructing a new instance of this class
  338. * when views change, as internal buffers don't need to be re-allocated.
  339. */
  340. void setViews(RendererView** views, UINT32 numViews);
  341. /** Returns a view at the specified index. Index must be less than the value returned by getNumViews(). */
  342. RendererView* getView(UINT32 idx) const { return mViews[idx]; }
  343. /** Returns the total number of views in the group. */
  344. UINT32 getNumViews() const { return (UINT32)mViews.size(); }
  345. /**
  346. * Returns information about visibility of various scene objects, from the perspective of all the views in the
  347. * group (visibility will be true if the object is visible from any of the views. determineVisibility() must be
  348. * called whenever the scene or view information changes (usually every frame).
  349. */
  350. const VisibilityInfo& getVisibilityInfo() const { return mVisibility; }
  351. /**
  352. * Returns information about lights visible from this group of views. Only valid after a call to
  353. * determineVisibility().
  354. */
  355. const VisibleLightData& getVisibleLightData() const { return mVisibleLightData; }
  356. /**
  357. * Returns information about refl. probes visible from this group of views. Only valid after a call to
  358. * determineVisibility().
  359. */
  360. const VisibleReflProbeData& getVisibleReflProbeData() const { return mVisibleReflProbeData; }
  361. /** Returns the object responsible for rendering shadows for this view group. */
  362. ShadowRendering& getShadowRenderer() { return mShadowRenderer; }
  363. /** Returns the object responsible for rendering shadows for this view group. */
  364. const ShadowRendering& getShadowRenderer() const { return mShadowRenderer; }
  365. /**
  366. * Updates visibility information for the provided scene objects, from the perspective of all views in this group,
  367. * and updates the render queues of each individual view. Use getVisibilityInfo() to retrieve the calculated
  368. * visibility information.
  369. */
  370. void determineVisibility(const SceneInfo& sceneInfo);
  371. private:
  372. Vector<RendererView*> mViews;
  373. VisibilityInfo mVisibility;
  374. VisibleLightData mVisibleLightData;
  375. VisibleReflProbeData mVisibleReflProbeData;
  376. // Note: Ideally we would want to keep this global, so all views share it. This way each view group renders its
  377. // own set of shadows, but there might be shadows that are shared, and therefore we could avoid rendering them
  378. // multiple times. Since non-primary view groups are used for pre-processing tasks exclusively (at the moment)
  379. // this isn't an issue right now.
  380. ShadowRendering mShadowRenderer;
  381. };
  382. /** @} */
  383. }}