| 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 "BsPrerequisites.h" |
| 6 | #include "Utility/BsModule.h" |
| 7 | #include "Math/BsRect2.h" |
| 8 | #include "Math/BsVector2I.h" |
| 9 | #include "Math/BsRect2I.h" |
| 10 | #include "Renderer/BsRendererMaterial.h" |
| 11 | #include "Renderer/BsParamBlocks.h" |
| 12 | |
| 13 | namespace bs { namespace ct |
| 14 | { |
| 15 | /** @addtogroup Renderer-Engine-Internal |
| 16 | * @{ |
| 17 | */ |
| 18 | |
| 19 | /** Shader that copies a source texture into a render target, and optionally resolves it. */ |
| 20 | class BlitMat : public RendererMaterial<BlitMat> |
| 21 | { |
| 22 | RMAT_DEF("Blit.bsl" ); |
| 23 | |
| 24 | /** Helper method used for initializing variations of this material. */ |
| 25 | template<UINT32 msaa, bool color> |
| 26 | static const ShaderVariation& getVariation() |
| 27 | { |
| 28 | static ShaderVariation variation = ShaderVariation( |
| 29 | SmallVector<ShaderVariation::Param, 4>({ |
| 30 | ShaderVariation::Param("MSAA_COUNT" , msaa), |
| 31 | ShaderVariation::Param("COLOR" , color), |
| 32 | })); |
| 33 | |
| 34 | return variation; |
| 35 | } |
| 36 | public: |
| 37 | BlitMat(); |
| 38 | |
| 39 | /** Executes the material on the currently bound render target, copying from @p source. */ |
| 40 | void execute(const SPtr<Texture>& source, const Rect2& area, bool flipUV); |
| 41 | |
| 42 | /** |
| 43 | * Returns the material variation matching the provided parameters. |
| 44 | * |
| 45 | * @param msaaCount Number of MSAA samples in the input texture. If larger than 1 the texture will be resolved |
| 46 | * before written to the destination. |
| 47 | * @param isColor If true the input is assumed to be a 4-component color texture. If false it is assumed |
| 48 | * the input is a 1-component depth texture. This controls how is the texture resolve and is |
| 49 | * only relevant if @p msaaCount > 1. Color texture MSAA samples will be averaged, while for |
| 50 | * depth textures the minimum of all samples will be used. |
| 51 | */ |
| 52 | static BlitMat* getVariation(UINT32 msaaCount, bool isColor); |
| 53 | private: |
| 54 | GpuParamTexture mSource; |
| 55 | }; |
| 56 | |
| 57 | BS_PARAM_BLOCK_BEGIN(ClearParamDef) |
| 58 | BS_PARAM_BLOCK_ENTRY(INT32, gClearValue) |
| 59 | BS_PARAM_BLOCK_END |
| 60 | |
| 61 | extern ClearParamDef gClearParamDef; |
| 62 | |
| 63 | /** Shader that clears the currently bound render target to an integer value. */ |
| 64 | class ClearMat : public RendererMaterial<ClearMat> |
| 65 | { |
| 66 | RMAT_DEF("Clear.bsl" ); |
| 67 | |
| 68 | public: |
| 69 | ClearMat(); |
| 70 | |
| 71 | /** Executes the material on the currently bound render target, clearing to to @p value. */ |
| 72 | void execute(UINT32 value); |
| 73 | private: |
| 74 | SPtr<GpuParamBlockBuffer> mParamBuffer; |
| 75 | }; |
| 76 | |
| 77 | /** |
| 78 | * Contains various utility methods that make various common operations in the renderer easier. |
| 79 | * |
| 80 | * @note Core thread only. |
| 81 | */ |
| 82 | class BS_EXPORT RendererUtility : public Module<RendererUtility> |
| 83 | { |
| 84 | public: |
| 85 | RendererUtility(); |
| 86 | ~RendererUtility() = default; |
| 87 | |
| 88 | /** |
| 89 | * Activates the specified material pass for rendering. Any further draw calls will be executed using this pass. |
| 90 | * |
| 91 | * @param[in] material Material containing the pass. |
| 92 | * @param[in] passIdx Index of the pass in the material. |
| 93 | * @param[in] techniqueIdx Index of the technique the pass belongs to, if the material has multiple techniques. |
| 94 | * |
| 95 | * @note Core thread. |
| 96 | */ |
| 97 | void setPass(const SPtr<Material>& material, UINT32 passIdx = 0, UINT32 techniqueIdx = 0); |
| 98 | |
| 99 | /** |
| 100 | * Activates the specified material pass for compute. Any further dispatch calls will be executed using this pass. |
| 101 | * |
| 102 | * @param[in] material Material containing the pass. |
| 103 | * @param[in] passIdx Index of the pass in the material. |
| 104 | * |
| 105 | * @note Core thread. |
| 106 | */ |
| 107 | void setComputePass(const SPtr<Material>& material, UINT32 passIdx = 0); |
| 108 | |
| 109 | /** |
| 110 | * Sets parameters (textures, samplers, buffers) for the currently active pass. |
| 111 | * |
| 112 | * @param[in] params Object containing the parameters. |
| 113 | * @param[in] passIdx Pass for which to set the parameters. |
| 114 | * |
| 115 | * @note Core thread. |
| 116 | */ |
| 117 | void setPassParams(const SPtr<GpuParamsSet>& params, UINT32 passIdx = 0); |
| 118 | |
| 119 | /** |
| 120 | * Draws the specified mesh. |
| 121 | * |
| 122 | * @param[in] mesh Mesh to draw. |
| 123 | * @param[in] numInstances Number of times to draw the mesh using instanced rendering. |
| 124 | * |
| 125 | * @note Core thread. |
| 126 | */ |
| 127 | void draw(const SPtr<MeshBase>& mesh, UINT32 numInstances = 1); |
| 128 | |
| 129 | /** |
| 130 | * Draws the specified mesh. |
| 131 | * |
| 132 | * @param[in] mesh Mesh to draw. |
| 133 | * @param[in] subMesh Portion of the mesh to draw. |
| 134 | * @param[in] numInstances Number of times to draw the mesh using instanced rendering. |
| 135 | * |
| 136 | * @note Core thread. |
| 137 | */ |
| 138 | void draw(const SPtr<MeshBase>& mesh, const SubMesh& subMesh, UINT32 numInstances = 1); |
| 139 | |
| 140 | /** |
| 141 | * Draws the specified mesh with an additional vertex buffer containing morph shape vertices. |
| 142 | * |
| 143 | * @param[in] mesh Mesh to draw. |
| 144 | * @param[in] subMesh Portion of the mesh to draw. |
| 145 | * @param[in] morphVertices Buffer containing the morph shape vertices. Will be bound to stream 1. |
| 146 | * Expected to contain the same number of vertices as the source mesh. |
| 147 | * @param[in] morphVertexDeclaration Vertex declaration describing vertices of the provided mesh and the vertices |
| 148 | * provided in the morph vertex buffer. |
| 149 | * |
| 150 | * @note Core thread. |
| 151 | */ |
| 152 | void drawMorph(const SPtr<MeshBase>& mesh, const SubMesh& subMesh, const SPtr<VertexBuffer>& morphVertices, |
| 153 | const SPtr<VertexDeclaration>& morphVertexDeclaration); |
| 154 | |
| 155 | /** |
| 156 | * Blits contents of the provided texture into the currently bound render target. If the provided texture contains |
| 157 | * multiple samples, they will be resolved. |
| 158 | * |
| 159 | * @param[in] texture Source texture to blit. |
| 160 | * @param[in] area Area of the source texture to blit in pixels. If width or height is zero it is assumed |
| 161 | * the entire texture should be blitted. |
| 162 | * @param[in] flipUV If true, vertical UV coordinate will be flipped upside down. |
| 163 | * @param[in] isDepth If true, the input texture is assumed to be a depth texture (instead of a color one). |
| 164 | * Multisampled depth textures will be resolved by taking the minimum value of all samples, |
| 165 | * unlike color textures which wil be averaged. |
| 166 | */ |
| 167 | void blit(const SPtr<Texture>& texture, const Rect2I& area = Rect2I::EMPTY, bool flipUV = false, |
| 168 | bool isDepth = false); |
| 169 | |
| 170 | /** |
| 171 | * Draws a quad over the entire viewport in normalized device coordinates. |
| 172 | * |
| 173 | * @param[in] uv UV coordinates to assign to the corners of the quad. |
| 174 | * @param[in] textureSize Size of the texture the UV coordinates are specified for. If the UV coordinates are |
| 175 | * already in normalized (0, 1) range then keep this value as is. If the UV coordinates |
| 176 | * are in texels then set this value to the texture size so they can be normalized |
| 177 | * internally. |
| 178 | * @param[in] numInstances How many instances of the quad to draw (using instanced rendering). Useful when |
| 179 | * drawing to 3D textures. |
| 180 | * @param[in] flipUV If true, vertical UV coordinate will be flipped upside down. |
| 181 | * |
| 182 | * @note Core thread. |
| 183 | */ |
| 184 | void drawScreenQuad(const Rect2& uv, const Vector2I& textureSize = Vector2I(1, 1), |
| 185 | UINT32 numInstances = 1, bool flipUV = false); |
| 186 | |
| 187 | /** |
| 188 | * Draws a quad over the entire viewport in normalized device coordinates. |
| 189 | * |
| 190 | * @param[in] numInstances How many instances of the quad to draw (using instanced rendering). Useful when |
| 191 | * drawing to 3D textures. |
| 192 | * |
| 193 | * @note Core thread. |
| 194 | */ |
| 195 | void drawScreenQuad(UINT32 numInstances = 1) |
| 196 | { |
| 197 | Rect2 uv(0.0f, 0.0f, 1.0f, 1.0f); |
| 198 | Vector2I textureSize(1, 1); |
| 199 | |
| 200 | drawScreenQuad(uv, textureSize, numInstances); |
| 201 | } |
| 202 | |
| 203 | /** |
| 204 | * Clears the currently bound render target to the provided integer value. This is similar to |
| 205 | * RenderAPI::clearRenderTarget(), except it supports integer clears. |
| 206 | */ |
| 207 | void clear(UINT32 value); |
| 208 | |
| 209 | /** Returns a unit sphere stencil mesh. */ |
| 210 | SPtr<Mesh> getSphereStencil() const { return mUnitSphereStencilMesh; } |
| 211 | |
| 212 | /** Returns a unit axis aligned box stencil mesh. */ |
| 213 | SPtr<Mesh> getBoxStencil() const { return mUnitBoxStencilMesh; } |
| 214 | |
| 215 | /** |
| 216 | * Returns a stencil mesh used for a spot light. Actual vertex positions need to be computed in shader as this |
| 217 | * method will return uninitialized vertex positions. |
| 218 | */ |
| 219 | SPtr<Mesh> getSpotLightStencil() const { return mSpotLightStencilMesh; } |
| 220 | |
| 221 | /** Returns a mesh that can be used for rendering a skybox. */ |
| 222 | SPtr<Mesh> getSkyBoxMesh() const { return mSkyBoxMesh; } |
| 223 | |
| 224 | private: |
| 225 | static constexpr UINT32 NUM_QUAD_VB_SLOTS = 1024; |
| 226 | |
| 227 | SPtr<IndexBuffer> mFullScreenQuadIB; |
| 228 | SPtr<VertexBuffer> mFullScreenQuadVB; |
| 229 | SPtr<VertexDataDesc> mFullscreenQuadVDesc; |
| 230 | SPtr<VertexDeclaration> mFullscreenQuadVDecl; |
| 231 | UINT32 mNextQuadVBSlot = 0; |
| 232 | |
| 233 | SPtr<Mesh> mUnitSphereStencilMesh; |
| 234 | SPtr<Mesh> mUnitBoxStencilMesh; |
| 235 | SPtr<Mesh> mSpotLightStencilMesh; |
| 236 | SPtr<Mesh> mSkyBoxMesh; |
| 237 | }; |
| 238 | |
| 239 | /** Provides easy access to RendererUtility. */ |
| 240 | BS_EXPORT RendererUtility& gRendererUtility(); |
| 241 | |
| 242 | /** @} */ |
| 243 | }} |
| 244 | |