1 | //************************************ bs::framework - Copyright 2018 Marko Pintera **************************************// |
2 | //*********** Licensed under the MIT license. See LICENSE.md for full terms. This notice is not to be removed. ***********// |
3 | #pragma once |
4 | |
5 | #include "BsCorePrerequisites.h" |
6 | #include "String/BsStringID.h" |
7 | #include "Renderer/BsRendererMeshData.h" |
8 | #include "Material/BsShaderVariation.h" |
9 | |
10 | namespace bs |
11 | { |
12 | class RendererExtension; |
13 | class LightProbeVolume; |
14 | struct RenderSettings; |
15 | struct EvaluatedAnimationData; |
16 | struct ParticlePerFrameData; |
17 | |
18 | /** Contains various data evaluated by external systems on a per-frame basis that is to be used by the renderer. */ |
19 | struct PerFrameData |
20 | { |
21 | const EvaluatedAnimationData* animation = nullptr; |
22 | const ParticlePerFrameData* particles = nullptr; |
23 | }; |
24 | |
25 | namespace ct |
26 | { |
27 | class RendererTask; |
28 | class LightProbeVolume; |
29 | class Decal; |
30 | |
31 | /** @addtogroup Renderer-Internal |
32 | * @{ |
33 | */ |
34 | |
35 | /** Common shader variations. */ |
36 | |
37 | /** Returns a specific vertex input shader variation. */ |
38 | template<bool skinned, bool morph> |
39 | static const ShaderVariation& getVertexInputVariation() |
40 | { |
41 | static ShaderVariation variation = ShaderVariation( |
42 | { |
43 | ShaderVariation::Param("SKINNED" , skinned), |
44 | ShaderVariation::Param("MORPH" , morph), |
45 | }); |
46 | |
47 | return variation; |
48 | } |
49 | |
50 | /** Returns a specific forward rendering shader variation. */ |
51 | template<bool skinned, bool morph, bool clustered> |
52 | static const ShaderVariation& getForwardRenderingVariation() |
53 | { |
54 | static ShaderVariation variation = ShaderVariation( |
55 | { |
56 | ShaderVariation::Param("SKINNED" , skinned), |
57 | ShaderVariation::Param("MORPH" , morph), |
58 | ShaderVariation::Param("CLUSTERED" , clustered), |
59 | }); |
60 | |
61 | return variation; |
62 | } |
63 | |
64 | /** Technique tags. */ |
65 | static StringID RTag_Skinned = "Skinned" ; |
66 | static StringID RTag_Morph = "Morph" ; |
67 | static StringID RTag_SkinnedMorph = "SkinnedMorph" ; |
68 | |
69 | /** Set of options that can be used for controlling the renderer. */ |
70 | struct BS_CORE_EXPORT RendererOptions |
71 | { |
72 | virtual ~RendererOptions() = default; |
73 | }; |
74 | |
75 | /** Settings that control renderer scene capture. */ |
76 | struct CaptureSettings |
77 | { |
78 | /** If true scene will be captured in a format that supports high dynamic range. */ |
79 | bool hdr = true; |
80 | |
81 | /** |
82 | * When enabled the alpha channel of the final render target will be populated with an encoded depth value. |
83 | * Parameters @p depthEncodeNear and @p depthEncodeFar control which range of the depth buffer to encode. |
84 | */ |
85 | bool encodeDepth = false; |
86 | |
87 | /** |
88 | * Controls at which position to start encoding depth, in view space. Only relevant with @p encodeDepth is enabled. |
89 | * Depth will be linearly interpolated between this value and @p depthEncodeFar. |
90 | */ |
91 | float depthEncodeNear = 0.0f; |
92 | |
93 | /** |
94 | * Controls at which position to stop encoding depth, in view space. Only relevant with @p encodeDepth is enabled. |
95 | * Depth will be linearly interpolated between @p depthEncodeNear and this value. |
96 | */ |
97 | float depthEncodeFar = 0.0f; |
98 | }; |
99 | |
100 | /** |
101 | * Information about a shader that is part of a renderer extension point. These shaders can be specialized by the |
102 | * outside world, by overriding parts of their functionality through mixins. Those specialized shaders are then, |
103 | * depending on the extension point, either attached to a normal Shader as subshaders, or sent back to the renderer |
104 | * in some other way. |
105 | */ |
106 | struct ExtensionShaderInfo |
107 | { |
108 | String name; /**< Unique name of the sub-shader type that is recognized by the renderer. */ |
109 | Path path; /**< Path to the original shader. */ |
110 | ShaderDefines defines; /**< Additional defines to use when compiling the shader. */ |
111 | }; |
112 | |
113 | /** |
114 | * Information about a shader extension point provided by the renderer. Extension points allow the outside world to |
115 | * generate a customized version of shaders used by the renderer, usually overriding some functionality with custom |
116 | * code. Extension point can contain one or multiple shaders whose functionality can be overriden. |
117 | */ |
118 | struct ShaderExtensionPointInfo |
119 | { |
120 | Vector<ExtensionShaderInfo> shaders; |
121 | }; |
122 | |
123 | /** |
124 | * Primarily rendering class that allows you to specify how to render objects that exist in the scene graph. You need |
125 | * to provide your own implementation of your class. |
126 | * |
127 | * @note |
128 | * Normally you would iterate over all cameras, find visible objects for each camera and render those objects in some |
129 | * way. |
130 | */ |
131 | class BS_CORE_EXPORT Renderer |
132 | { |
133 | public: |
134 | Renderer(); |
135 | virtual ~Renderer() = default; |
136 | |
137 | /** Initializes the renderer. Must be called before using the renderer. */ |
138 | virtual void initialize() { } |
139 | |
140 | /** Called every frame. Triggers render task callbacks. */ |
141 | void update(); |
142 | |
143 | /** Cleans up the renderer. Must be called before the renderer is deleted. */ |
144 | virtual void destroy() { } |
145 | |
146 | /** Name of the renderer. Used by materials to find an appropriate technique for this renderer. */ |
147 | virtual const StringID& getName() const = 0; |
148 | |
149 | /** Called in order to render all currently active cameras. */ |
150 | virtual void renderAll(PerFrameData perFrameData) = 0; |
151 | |
152 | /** |
153 | * Called whenever a new camera is created. |
154 | * |
155 | * @note Core thread. |
156 | */ |
157 | virtual void notifyCameraAdded(Camera* camera) { } |
158 | |
159 | /** |
160 | * Called whenever a camera's position or rotation is updated. |
161 | * |
162 | * @param[in] camera Camera that was updated. |
163 | * @param[in] updateFlag Optional flag that allows the camera to signal to the renderer exactly what was updated. |
164 | * |
165 | * @note Core thread. |
166 | */ |
167 | virtual void notifyCameraUpdated(Camera* camera, UINT32 updateFlag) { } |
168 | |
169 | /** |
170 | * Called whenever a camera is destroyed. |
171 | * |
172 | * @note Core thread. |
173 | */ |
174 | virtual void notifyCameraRemoved(Camera* camera) { } |
175 | |
176 | /** |
177 | * Called whenever a new renderable is created. |
178 | * |
179 | * @note Core thread. |
180 | */ |
181 | virtual void notifyRenderableAdded(Renderable* renderable) { } |
182 | |
183 | /** |
184 | * Called whenever a renderable is updated. |
185 | * |
186 | * @note Core thread. |
187 | */ |
188 | virtual void notifyRenderableUpdated(Renderable* renderable) { } |
189 | |
190 | /** |
191 | * Called whenever a renderable is destroyed. |
192 | * |
193 | * @note Core thread. |
194 | */ |
195 | virtual void notifyRenderableRemoved(Renderable* renderable) { } |
196 | |
197 | /** |
198 | * Called whenever a new light is created. |
199 | * |
200 | * @note Core thread. |
201 | */ |
202 | virtual void notifyLightAdded(Light* light) { } |
203 | |
204 | /** |
205 | * Called whenever a light is updated. |
206 | * |
207 | * @note Core thread. |
208 | */ |
209 | virtual void notifyLightUpdated(Light* light) { } |
210 | |
211 | /** |
212 | * Called whenever a light is destroyed. |
213 | * |
214 | * @note Core thread. |
215 | */ |
216 | virtual void notifyLightRemoved(Light* light) { } |
217 | |
218 | /** |
219 | * Called whenever a new reflection probe is created. |
220 | * |
221 | * @note Core thread. |
222 | */ |
223 | virtual void notifyReflectionProbeAdded(ReflectionProbe* probe) { } |
224 | |
225 | /** |
226 | * Called whenever a reflection probe is updated. |
227 | * |
228 | * @note Core thread. |
229 | */ |
230 | virtual void notifyReflectionProbeUpdated(ReflectionProbe* probe, bool texture) { } |
231 | |
232 | /** |
233 | * Called whenever a reflection probe is destroyed. |
234 | * |
235 | * @note Core thread. |
236 | */ |
237 | virtual void notifyReflectionProbeRemoved(ReflectionProbe* probe) { } |
238 | |
239 | /** |
240 | * Called whenever a new light probe volume is created. |
241 | * |
242 | * @note Core thread. |
243 | */ |
244 | virtual void notifyLightProbeVolumeAdded(LightProbeVolume* volume) { } |
245 | |
246 | /** |
247 | * Called whenever a light probe volume is updated. |
248 | * |
249 | * @note Core thread. |
250 | */ |
251 | virtual void notifyLightProbeVolumeUpdated(LightProbeVolume* volume) { } |
252 | |
253 | /** |
254 | * Called whenever a light probe volume is destroyed. |
255 | * |
256 | * @note Core thread. |
257 | */ |
258 | virtual void notifyLightProbeVolumeRemoved(LightProbeVolume* volume) { } |
259 | |
260 | /** |
261 | * Called whenever a skybox is created. |
262 | * |
263 | * @note Core thread. |
264 | */ |
265 | virtual void notifySkyboxAdded(Skybox* skybox) { } |
266 | |
267 | /** |
268 | * Called whenever a skybox is destroyed. |
269 | * |
270 | * @note Core thread. |
271 | */ |
272 | virtual void notifySkyboxRemoved(Skybox* skybox) { } |
273 | |
274 | /** |
275 | * Called whenever a new particle system is created. |
276 | * |
277 | * @note Core thread. |
278 | */ |
279 | virtual void notifyParticleSystemAdded(ParticleSystem* particleSystem) { } |
280 | |
281 | /** |
282 | * Called whenever a particle system is updated. |
283 | * |
284 | * @note Core thread. |
285 | */ |
286 | virtual void notifyParticleSystemUpdated(ParticleSystem* particleSystem, bool tfrmOnly) { } |
287 | |
288 | /** |
289 | * Called whenever a particle system is destroyed. |
290 | * |
291 | * @note Core thread. |
292 | */ |
293 | virtual void notifyParticleSystemRemoved(ParticleSystem* particleSystem) { } |
294 | |
295 | /** |
296 | * Called whenever a new decal is created. |
297 | * |
298 | * @note Core thread. |
299 | */ |
300 | virtual void notifyDecalAdded(Decal* decal) { } |
301 | |
302 | /** |
303 | * Called whenever a decal is updated. |
304 | * |
305 | * @note Core thread. |
306 | */ |
307 | virtual void notifyDecalUpdated(Decal* decal) { } |
308 | |
309 | /** |
310 | * Called whenever a decal is destroyed. |
311 | * |
312 | * @note Core thread. |
313 | */ |
314 | virtual void notifyDecalRemoved(Decal* decal) { } |
315 | |
316 | /** |
317 | * Captures the scene at the specified location into a cubemap. |
318 | * |
319 | * @param[in] cubemap Cubemap to store the results in. |
320 | * @param[in] position Position to capture the scene at. |
321 | * @param[in] settings Settings that allow you to customize the capture. |
322 | * |
323 | * @note Core thread. |
324 | */ |
325 | virtual void captureSceneCubeMap(const SPtr<Texture>& cubemap, const Vector3& position, |
326 | const CaptureSettings& settings) = 0; |
327 | |
328 | /** |
329 | * Creates a new empty renderer mesh data. |
330 | * |
331 | * @note Sim thread. |
332 | * |
333 | * @see RendererMeshData |
334 | */ |
335 | virtual SPtr<RendererMeshData> _createMeshData(UINT32 numVertices, UINT32 numIndices, VertexLayout layout, |
336 | IndexType indexType = IT_32BIT); |
337 | |
338 | /** |
339 | * Creates a new renderer mesh data using an existing generic mesh data buffer. |
340 | * |
341 | * @note Sim thread. |
342 | * |
343 | * @see RendererMeshData |
344 | */ |
345 | virtual SPtr<RendererMeshData> _createMeshData(const SPtr<MeshData>& meshData); |
346 | |
347 | /** |
348 | * Registers an extension object that will be called every frame by the renderer. Allows external code to perform |
349 | * custom rendering interleaved with the renderer's output. |
350 | * |
351 | * @note Core thread. |
352 | */ |
353 | void addPlugin(RendererExtension* plugin) { mCallbacks.insert(plugin); } |
354 | |
355 | /** |
356 | * Unregisters an extension registered with addPlugin(). |
357 | * |
358 | * @note Core thread. |
359 | */ |
360 | void removePlugin(RendererExtension* plugin) { mCallbacks.erase(plugin); } |
361 | |
362 | /** |
363 | * Registers a new task for execution on the core thread. |
364 | * |
365 | * @note Thread safe. |
366 | */ |
367 | void addTask(const SPtr<RendererTask>& task); |
368 | |
369 | /** Sets options used for controlling the rendering. */ |
370 | virtual void setOptions(const SPtr<RendererOptions>& options) { } |
371 | |
372 | /** Returns current set of options used for controlling the rendering. */ |
373 | virtual SPtr<RendererOptions> getOptions() const { return SPtr<RendererOptions>(); } |
374 | |
375 | /** |
376 | * Returns information about a set of shaders corresponding to a renderer extension point. These shaders are the |
377 | * built-in shaders used by the renderer for specific functionality (e.g. deferred rendering). These shaders can |
378 | * be customized (usually through BSL mixin overrides) to provide user specific functionality (e.g. a custom BRDF |
379 | * model), without having to modify the (usually complex) original shaders. |
380 | * |
381 | * These modified shaders can then be passed back to the renderer through some means. If it's an extension point |
382 | * that does some kind of per-object rendering (e.g. shadow projection, or lighting in a forward renderer), then |
383 | * the shader should be passed as a SubShader of the Shader used by the Renderable's Material. If it's some global |
384 | * shader (e.g. deferred rendering lighting) then call setGlobalShaderOverride(). In both cases, the name of the |
385 | * extension point shader should be provided, as returned by this method. |
386 | * |
387 | * A single extension point can provide multiple shaders (e.g. deferred rendering can be implemented as both |
388 | * standard and tiled deferred), in which case you'll likely want to override all the relevant shaders. |
389 | * |
390 | * @param[in] name Name of the sub-shader extension point, e.g. "DeferredDirectLighting", |
391 | * "ShadowProjection". These are renderer specific and you should look them up in |
392 | * renderer documentation. |
393 | * @returns A list of overridable shaders in the extension point. |
394 | */ |
395 | virtual ShaderExtensionPointInfo getShaderExtensionPointInfo(const String& name) { return {}; } |
396 | |
397 | /** |
398 | * Allows the caller to override some built-in renderer functionality with a custom shader. The exact set of |
399 | * overridable shaders can be retrieved through getShaderExtensionPointInfo(). |
400 | */ |
401 | virtual void setGlobalShaderOverride(const String& name, const SPtr<bs::Shader>& shader) { } |
402 | |
403 | /** |
404 | * Provides the same functionality as setGlobalShaderOverride(const String&, const SPtr<bs::Shader>&), but it automatically |
405 | * evaluates all sub-shaders of the provided shader and registers them as overrides. |
406 | */ |
407 | void setGlobalShaderOverride(const SPtr<bs::Shader>& shader); |
408 | protected: |
409 | friend class RendererTask; |
410 | |
411 | /** Information about a renderer task queued to be executed. */ |
412 | struct RendererTaskQueuedInfo |
413 | { |
414 | RendererTaskQueuedInfo(const SPtr<RendererTask>& task, UINT64 frameIdx) |
415 | :task(task), frameIdx(frameIdx) |
416 | { } |
417 | |
418 | SPtr<RendererTask> task; |
419 | UINT64 frameIdx; |
420 | }; |
421 | |
422 | /** |
423 | * Executes all renderer tasks queued for this frame. |
424 | * |
425 | * @param[in] forceAll If true, multi-frame tasks will be forced to execute fully within this call. |
426 | * @param[in] upToFrame Only tasks that were queued before or during the frame with the provided index will |
427 | * be processed. |
428 | * |
429 | * @note Core thread. |
430 | */ |
431 | void processTasks(bool forceAll, UINT64 upToFrame = std::numeric_limits<UINT64>::max()); |
432 | |
433 | /** |
434 | * Executes the provided renderer task. |
435 | * |
436 | * @param[in] task Task to execute. |
437 | * @param[in] forceAll If true, multi-frame tasks will be forced to execute fully within this call. |
438 | * |
439 | * @note Core thread. |
440 | */ |
441 | void processTask(RendererTask& task, bool forceAll); |
442 | |
443 | /** Callback to trigger when comparing the order in which renderer extensions are called. */ |
444 | static bool compareCallback(const RendererExtension* a, const RendererExtension* b); |
445 | |
446 | Set<RendererExtension*, std::function<bool(const RendererExtension*, const RendererExtension*)>> mCallbacks; |
447 | |
448 | Vector<RendererTaskQueuedInfo> mQueuedTasks; // Sim & core thread |
449 | Vector<SPtr<RendererTask>> mUnresolvedTasks; // Sim thread |
450 | Vector<SPtr<RendererTask>> mRemainingUnresolvedTasks; // Sim thread |
451 | Vector<SPtr<RendererTask>> mRunningTasks; // Core thread |
452 | Vector<SPtr<RendererTask>> mRemainingTasks; // Core thread |
453 | Mutex mTaskMutex; |
454 | }; |
455 | |
456 | /** Provides easy access to Renderer. */ |
457 | SPtr<Renderer> BS_CORE_EXPORT gRenderer(); |
458 | |
459 | /** |
460 | * Task that represents an asynchonous operation queued for execution on the core thread. All such tasks are executed |
461 | * before main rendering happens, every frame. |
462 | * |
463 | * @note Thread safe except where stated otherwise. |
464 | */ |
465 | class BS_CORE_EXPORT RendererTask |
466 | { |
467 | struct PrivatelyConstruct {}; |
468 | |
469 | public: |
470 | RendererTask(const PrivatelyConstruct& dummy, String name, std::function<bool()> taskWorker); |
471 | |
472 | /** |
473 | * Creates a new task. Task should be provided to Renderer in order for it to start. |
474 | * |
475 | * @param[in] name Name you can use to more easily identify the task. |
476 | * @param[in] taskWorker Worker method that does all of the work in the task. Tasks can run over the course of |
477 | * multiple frames, in which case this method should return false (if there's more |
478 | * work to be done), or true (if the task has completed). |
479 | */ |
480 | static SPtr<RendererTask> create(String name, std::function<bool()> taskWorker); |
481 | |
482 | /** Returns true if the task has completed. */ |
483 | bool isComplete() const; |
484 | |
485 | /** Returns true if the task has been canceled. */ |
486 | bool isCanceled() const; |
487 | |
488 | /** Blocks the current thread until the task has completed. */ |
489 | void wait(); |
490 | |
491 | /** Cancels the task and removes it from the Renderer's queue. */ |
492 | void cancel(); |
493 | |
494 | /** |
495 | * Callback triggered on the sim thread, when the task completes. Is not triggered if the task is cancelled. |
496 | * |
497 | * @note Sim thread only. |
498 | */ |
499 | Event<void()> onComplete; |
500 | |
501 | private: |
502 | friend class Renderer; |
503 | |
504 | String mName; |
505 | std::function<bool()> mTaskWorker; |
506 | std::atomic<UINT32> mState{0}; /**< 0 - Inactive, 1 - In progress, 2 - Completed, 3 - Canceled */ |
507 | }; |
508 | |
509 | /** @} */ |
510 | }} |
511 | |