BsRendererView.h 13 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. #include "BsLight.h"
  12. namespace bs { namespace ct
  13. {
  14. struct SceneInfo;
  15. class RendererLight;
  16. /** @addtogroup RenderBeast
  17. * @{
  18. */
  19. BS_PARAM_BLOCK_BEGIN(PerCameraParamDef)
  20. BS_PARAM_BLOCK_ENTRY(Vector3, gViewDir)
  21. BS_PARAM_BLOCK_ENTRY(Vector3, gViewOrigin)
  22. BS_PARAM_BLOCK_ENTRY(Matrix4, gMatViewProj)
  23. BS_PARAM_BLOCK_ENTRY(Matrix4, gMatView)
  24. BS_PARAM_BLOCK_ENTRY(Matrix4, gMatProj)
  25. BS_PARAM_BLOCK_ENTRY(Matrix4, gMatInvProj)
  26. BS_PARAM_BLOCK_ENTRY(Matrix4, gMatInvViewProj)
  27. BS_PARAM_BLOCK_ENTRY(Matrix4, gMatScreenToWorld)
  28. BS_PARAM_BLOCK_ENTRY(Vector2, gDeviceZToWorldZ)
  29. BS_PARAM_BLOCK_ENTRY(Vector2, gNDCZToWorldZ)
  30. BS_PARAM_BLOCK_ENTRY(Vector2, gNDCZToDeviceZ)
  31. BS_PARAM_BLOCK_ENTRY(Vector2, gNearFar)
  32. BS_PARAM_BLOCK_ENTRY(Vector4I, gViewportRectangle)
  33. BS_PARAM_BLOCK_ENTRY(Vector4, gClipToUVScaleOffset)
  34. BS_PARAM_BLOCK_ENTRY(float, gAmbientFactor)
  35. BS_PARAM_BLOCK_END
  36. extern PerCameraParamDef gPerCameraParamDef;
  37. BS_PARAM_BLOCK_BEGIN(SkyboxParamDef)
  38. BS_PARAM_BLOCK_ENTRY(Color, gClearColor)
  39. BS_PARAM_BLOCK_END
  40. extern SkyboxParamDef gSkyboxParamDef;
  41. /** Shader that renders a skybox using a cubemap or a solid color. */
  42. template<bool SOLID_COLOR>
  43. class SkyboxMat : public RendererMaterial<SkyboxMat<SOLID_COLOR>>
  44. {
  45. RMAT_DEF("Skybox.bsl");
  46. public:
  47. SkyboxMat();
  48. /** Binds the material for rendering and sets up any global parameters. */
  49. void bind(const SPtr<GpuParamBlockBuffer>& perCamera);
  50. /** Updates the skybox texture & solid color used by the material. */
  51. void setParams(const SPtr<Texture>& texture, const Color& solidColor);
  52. private:
  53. GpuParamTexture mSkyTextureParam;
  54. SPtr<GpuParamBlockBuffer> mParamBuffer;
  55. };
  56. /** Data shared between RENDERER_VIEW_DESC and RendererViewProperties */
  57. struct RendererViewData
  58. {
  59. Matrix4 viewTransform;
  60. Matrix4 projTransform;
  61. Vector3 viewDirection;
  62. Vector3 viewOrigin;
  63. bool flipView;
  64. float nearPlane;
  65. float farPlane;
  66. ProjectionType projType;
  67. bool isOverlay : 1;
  68. bool isHDR : 1;
  69. bool noLighting : 1;
  70. bool noShadows : 1;
  71. bool triggerCallbacks : 1;
  72. bool runPostProcessing : 1;
  73. bool renderingReflections : 1;
  74. UINT64 visibleLayers;
  75. ConvexVolume cullFrustum;
  76. };
  77. /** Data shared between RENDERER_VIEW_TARGET_DESC and RendererViewTargetProperties */
  78. struct RendererViewTargetData
  79. {
  80. SPtr<RenderTarget> target;
  81. Rect2I viewRect;
  82. Rect2 nrmViewRect;
  83. UINT32 targetWidth;
  84. UINT32 targetHeight;
  85. UINT32 numSamples;
  86. UINT32 clearFlags;
  87. Color clearColor;
  88. float clearDepthValue;
  89. UINT16 clearStencilValue;
  90. };
  91. /** Set of properties describing the output render target used by a renderer view. */
  92. struct RENDERER_VIEW_TARGET_DESC : RendererViewTargetData
  93. { };
  94. /** Set of properties used describing a specific view that the renderer can render. */
  95. struct RENDERER_VIEW_DESC : RendererViewData
  96. {
  97. RENDERER_VIEW_TARGET_DESC target;
  98. StateReduction stateReduction;
  99. Camera* sceneCamera;
  100. };
  101. /** Set of properties used describing a specific view that the renderer can render. */
  102. struct RendererViewProperties : RendererViewData
  103. {
  104. RendererViewProperties() {}
  105. RendererViewProperties(const RENDERER_VIEW_DESC& src);
  106. Matrix4 viewProjTransform;
  107. SPtr<RenderTarget> target;
  108. Rect2I viewRect;
  109. Rect2 nrmViewRect;
  110. UINT32 numSamples;
  111. UINT32 clearFlags;
  112. Color clearColor;
  113. float clearDepthValue;
  114. UINT16 clearStencilValue;
  115. };
  116. /** Information whether certain scene objects are visible in a view, per object type. */
  117. struct VisibilityInfo
  118. {
  119. Vector<bool> renderables;
  120. Vector<bool> radialLights;
  121. Vector<bool> spotLights;
  122. Vector<bool> reflProbes;
  123. };
  124. /** Information used for culling an object against a view. */
  125. struct CullInfo
  126. {
  127. CullInfo(const Bounds& bounds, UINT64 layer = -1)
  128. :bounds(bounds), layer(layer)
  129. { }
  130. Bounds bounds;
  131. UINT64 layer;
  132. };
  133. /** Renderer information specific to a single render target. */
  134. struct RendererRenderTarget
  135. {
  136. SPtr<RenderTarget> target;
  137. Vector<Camera*> cameras;
  138. };
  139. /** Contains information about a single view into the scene, used by the renderer. */
  140. class RendererView
  141. {
  142. public:
  143. RendererView();
  144. RendererView(const RENDERER_VIEW_DESC& desc);
  145. /** Sets state reduction mode that determines how do render queues group & sort renderables. */
  146. void setStateReductionMode(StateReduction reductionMode);
  147. /** Updates the internal camera post-processing data. */
  148. void setPostProcessSettings(const SPtr<PostProcessSettings>& ppSettings);
  149. /** Updates the internal information with a new view transform. */
  150. void setTransform(const Vector3& origin, const Vector3& direction, const Matrix4& view,
  151. const Matrix4& proj, const ConvexVolume& worldFrustum);
  152. /** Updates all internal information with new view information. */
  153. void setView(const RENDERER_VIEW_DESC& desc);
  154. /** Returns a structure describing the view. */
  155. const RendererViewProperties& getProperties() const { return mProperties; }
  156. /** Returns the scene camera this object is based of. This can be null for manually constructed renderer cameras. */
  157. Camera* getSceneCamera() const { return mCamera; }
  158. /**
  159. * Prepares render targets for rendering. When done call endRendering().
  160. *
  161. * @param[in] useGBuffer Set to true if you will be rendering to internal render targets containing the
  162. * GBuffer (retrieved via getRenderTargets()).
  163. */
  164. void beginRendering(bool useGBuffer);
  165. /** Ends rendering and frees any acquired resources. */
  166. void endRendering();
  167. /** Returns the view's renderTargets. Only valid if called in-between beginRendering() and endRendering() calls. */
  168. SPtr<RenderTargets> getRenderTargets() const { return mRenderTargets; }
  169. /**
  170. * Returns a render queue containing all opaque objects. Make sure to call determineVisible() beforehand if view
  171. * or object transforms changed since the last time it was called.
  172. */
  173. const SPtr<RenderQueue>& getOpaqueQueue() const { return mOpaqueQueue; }
  174. /**
  175. * Returns a render queue containing all transparent objects. Make sure to call determineVisible() beforehand if
  176. * view or object transforms changed since the last time it was called.
  177. */
  178. const SPtr<RenderQueue>& getTransparentQueue() const { return mTransparentQueue; }
  179. /**
  180. * Populates view render queues by determining visible renderable objects.
  181. *
  182. * @param[in] renderables A set of renderable objects to iterate over and determine visibility for.
  183. * @param[in] cullInfos A set of world bounds & other information relevant for culling the provided
  184. * renderable objects. Must be the same size as the @p renderables array.
  185. * @param[out] visibility Output parameter that will have the true bit set for any visible renderable
  186. * object. If the bit for an object is already set to true, the method will never
  187. * change it to false which allows the same bitfield to be provided to multiple
  188. * renderer views. Must be the same size as the @p renderables array.
  189. *
  190. * As a side-effect, per-view visibility data is also calculated and can be
  191. * retrieved by calling getVisibilityMask().
  192. */
  193. void determineVisible(const Vector<RendererObject*>& renderables, const Vector<CullInfo>& cullInfos,
  194. Vector<bool>* visibility = nullptr);
  195. /**
  196. * Calculates the visibility masks for all the lights of the provided type.
  197. *
  198. * @param[in] lights A set of lights to determine visibility for.
  199. * @param[in] bounds Bounding sphere for each provided light. Must be the same size as the @p lights
  200. * array.
  201. * @param[in] type Type of all the lights in the @p lights array.
  202. * @param[out] visibility Output parameter that will have the true bit set for any visible light. If the
  203. * bit for a light is already set to true, the method will never change it to false
  204. * which allows the same bitfield to be provided to multiple renderer views. Must
  205. * be the same size as the @p lights array.
  206. *
  207. * As a side-effect, per-view visibility data is also calculated and can be
  208. * retrieved by calling getVisibilityMask().
  209. */
  210. void determineVisible(const Vector<RendererLight>& lights, const Vector<Sphere>& bounds, LightType type,
  211. Vector<bool>* visibility = nullptr);
  212. /**
  213. * Culls the provided set of bounds against the current frustum and outputs a set of visibility flags determining
  214. * which entry is or isn't visible by this view. Both inputs must be arrays of the same size.
  215. */
  216. void calculateVisibility(const Vector<CullInfo>& cullInfos, Vector<bool>& visibility) const;
  217. /**
  218. * Culls the provided set of bounds against the current frustum and outputs a set of visibility flags determining
  219. * which entry is or isn't visible by this view. Both inputs must be arrays of the same size.
  220. */
  221. void calculateVisibility(const Vector<Sphere>& bounds, Vector<bool>& visibility) const;
  222. /**
  223. * Culls the provided set of bounds against the current frustum and outputs a set of visibility flags determining
  224. * which entry is or isn't visible by this view. Both inputs must be arrays of the same size.
  225. */
  226. void calculateVisibility(const Vector<AABox>& bounds, Vector<bool>& visibility) const;
  227. /** Returns the visibility mask calculated with the last call to determineVisible(). */
  228. const VisibilityInfo& getVisibilityMasks() const { return mVisibility; }
  229. /**
  230. * Returns a structure containing information about post-processing effects. This structure will be modified and
  231. * maintained by the post-processing system.
  232. */
  233. PostProcessInfo& getPPInfo() { return mPostProcessInfo; }
  234. /** @copydoc getPPInfo() */
  235. const PostProcessInfo& getPPInfo() const { return mPostProcessInfo; }
  236. /** Updates the GPU buffer containing per-view information, with the latest internal data. */
  237. void updatePerViewBuffer();
  238. /** Returns a buffer that stores per-view parameters. */
  239. SPtr<GpuParamBlockBuffer> getPerViewBuffer() const { return mParamBuffer; }
  240. /**
  241. * Extracts the necessary values from the projection matrix that allow you to transform device Z value (range [0, 1]
  242. * into view Z value.
  243. *
  244. * @param[in] projMatrix Projection matrix that was used to create the device Z value to transform.
  245. * @return Returns two values that can be used to transform device z to view z using this formula:
  246. * z = (deviceZ + y) * x.
  247. */
  248. static Vector2 getDeviceZToViewZ(const Matrix4& projMatrix);
  249. /**
  250. * Extracts the necessary values from the projection matrix that allow you to transform NDC Z value (range depending
  251. * on render API) into view Z value.
  252. *
  253. * @param[in] projMatrix Projection matrix that was used to create the NDC Z value to transform.
  254. * @return Returns two values that can be used to transform NDC z to view z using this formula:
  255. * z = (NDCZ + y) * x.
  256. */
  257. static Vector2 getNDCZToViewZ(const Matrix4& projMatrix);
  258. /**
  259. * Returns a value that can be used for tranforming a depth value in NDC, to a depth value in device Z ([0, 1]
  260. * range using this formula: (NDCZ + y) * x.
  261. */
  262. static Vector2 getNDCZToDeviceZ();
  263. private:
  264. RendererViewProperties mProperties;
  265. RENDERER_VIEW_TARGET_DESC mTargetDesc;
  266. Camera* mCamera;
  267. SPtr<RenderQueue> mOpaqueQueue;
  268. SPtr<RenderQueue> mTransparentQueue;
  269. SPtr<RenderTargets> mRenderTargets;
  270. PostProcessInfo mPostProcessInfo;
  271. bool mUsingGBuffer;
  272. SPtr<GpuParamBlockBuffer> mParamBuffer;
  273. VisibilityInfo mVisibility;
  274. };
  275. /** Contains one or multiple RendererView%s that are in some way related. */
  276. class RendererViewGroup
  277. {
  278. public:
  279. RendererViewGroup() {}
  280. RendererViewGroup(RendererView** views, UINT32 numViews);
  281. /**
  282. * Updates the internal list of views. This is more efficient than always constructing a new instance of this class
  283. * when views change, as internal buffers don't need to be re-allocated.
  284. */
  285. void setViews(RendererView** views, UINT32 numViews);
  286. /** Returns a view at the specified index. Index must be less than the value returned by getNumViews(). */
  287. RendererView* getView(UINT32 idx) const { return mViews[idx]; }
  288. /** Returns the total number of views in the group. */
  289. UINT32 getNumViews() const { return (UINT32)mViews.size(); }
  290. /**
  291. * Returns information about visibility of various scene objects, from the perspective of all the views in the
  292. * group (visibility will be true if the object is visible from any of the views. determineVisibility() must be
  293. * called whenever the scene or view information changes (usually every frame).
  294. */
  295. const VisibilityInfo& getVisibilityInfo() const { return mVisibility; }
  296. /**
  297. * Updates visibility information for the provided scene objects, from the perspective of all views in this group,
  298. * and updates the render queues of each individual view. Use getVisibilityInfo() to retrieve the calculated
  299. * visibility information.
  300. */
  301. void determineVisibility(const SceneInfo& sceneInfo);
  302. private:
  303. Vector<RendererView*> mViews;
  304. VisibilityInfo mVisibility;
  305. };
  306. /** @} */
  307. }}