| 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 "BsRenderBeastPrerequisites.h" |
| 6 | |
| 7 | namespace bs |
| 8 | { |
| 9 | class RendererExtension; |
| 10 | |
| 11 | namespace ct |
| 12 | { |
| 13 | struct SceneInfo; |
| 14 | class RendererViewGroup; |
| 15 | class RenderCompositorNode; |
| 16 | struct PooledStorageBuffer; |
| 17 | struct FrameInfo; |
| 18 | |
| 19 | /** @addtogroup RenderBeast |
| 20 | * @{ |
| 21 | */ |
| 22 | |
| 23 | /** Inputs provided to each node in the render compositor hierarchy */ |
| 24 | struct RenderCompositorNodeInputs |
| 25 | { |
| 26 | RenderCompositorNodeInputs(const RendererViewGroup& viewGroup, const RendererView& view, const SceneInfo& scene, |
| 27 | const RenderBeastOptions& options, const FrameInfo& frameInfo, RenderBeastFeatureSet featureSet) |
| 28 | : viewGroup(viewGroup), view(view), scene(scene), options(options), frameInfo(frameInfo), featureSet(featureSet) |
| 29 | { } |
| 30 | |
| 31 | const RendererViewGroup& viewGroup; |
| 32 | const RendererView& view; |
| 33 | const SceneInfo& scene; |
| 34 | const RenderBeastOptions& options; |
| 35 | const FrameInfo& frameInfo; |
| 36 | const RenderBeastFeatureSet featureSet; |
| 37 | |
| 38 | // Callbacks to external systems can hook into the compositor |
| 39 | SmallVector<RendererExtension*, 4> extPrepare; |
| 40 | SmallVector<RendererExtension*, 4> extPreBasePass; |
| 41 | SmallVector<RendererExtension*, 4> extPostBasePass; |
| 42 | SmallVector<RendererExtension*, 4> extPostLighting; |
| 43 | SmallVector<RendererExtension*, 4> extOverlay; |
| 44 | |
| 45 | SmallVector<RenderCompositorNode*, 4> inputNodes; |
| 46 | }; |
| 47 | |
| 48 | /** |
| 49 | * Node in the render compositor hierarchy. Nodes can be implemented to perform specific rendering tasks. Each node |
| 50 | * can depend on other nodes in the hierarchy. |
| 51 | * |
| 52 | * @note Implementations must provide a getNodeId() and getDependencies() static method, which are expected to |
| 53 | * return a unique name for the implemented node, as well as a set of nodes it depends on. |
| 54 | */ |
| 55 | class RenderCompositorNode |
| 56 | { |
| 57 | public: |
| 58 | virtual ~RenderCompositorNode() = default; |
| 59 | |
| 60 | protected: |
| 61 | friend class RenderCompositor; |
| 62 | |
| 63 | /** Executes the task implemented in the node. */ |
| 64 | virtual void render(const RenderCompositorNodeInputs& inputs) = 0; |
| 65 | |
| 66 | /** |
| 67 | * Cleans up any temporary resources allocated in a render() call. Any resources lasting longer than one frame |
| 68 | * should be kept alive and released in some other manner. |
| 69 | */ |
| 70 | virtual void clear() = 0; |
| 71 | }; |
| 72 | |
| 73 | /** |
| 74 | * Performs rendering by iterating over a hierarchy of render nodes. Each node in the hierarchy performs a specific |
| 75 | * rendering tasks and passes its output to the dependant node. The system takes care of initializing, rendering and |
| 76 | * cleaning up nodes automatically depending on their dependencies. |
| 77 | */ |
| 78 | class RenderCompositor |
| 79 | { |
| 80 | public: |
| 81 | struct NodeType; |
| 82 | |
| 83 | private: |
| 84 | /** Contains internal information about a single render node. */ |
| 85 | struct NodeInfo |
| 86 | { |
| 87 | RenderCompositorNode* node; |
| 88 | NodeType* nodeType; |
| 89 | UINT32 lastUseIdx; |
| 90 | SmallVector<RenderCompositorNode*, 4> inputs; |
| 91 | }; |
| 92 | |
| 93 | public: |
| 94 | ~RenderCompositor(); |
| 95 | |
| 96 | /** |
| 97 | * Rebuilds the render node hierarchy. Call this whenever some setting that may influence the render node |
| 98 | * dependencies changes. |
| 99 | * |
| 100 | * @param[in] view Parent view to which this compositor belongs to. |
| 101 | * @param[in] finalNode Identifier of the final node in the node hierarchy. This node is expected to write |
| 102 | * to the views render target. All other nodes will be deduced from this node's |
| 103 | * dependencies. |
| 104 | */ |
| 105 | void build(const RendererView& view, const StringID& finalNode); |
| 106 | |
| 107 | /** Performs rendering using the current render node hierarchy. This is expected to be called once per frame. */ |
| 108 | void execute(RenderCompositorNodeInputs& inputs) const; |
| 109 | |
| 110 | private: |
| 111 | /** Clears the render node hierarchy. */ |
| 112 | void clear(); |
| 113 | |
| 114 | Vector<NodeInfo> mNodeInfos; |
| 115 | bool mIsValid = false; |
| 116 | |
| 117 | /************************************************************************/ |
| 118 | /* NODE TYPES */ |
| 119 | /************************************************************************/ |
| 120 | public: |
| 121 | /** Contains information about a specific node type. */ |
| 122 | struct NodeType |
| 123 | { |
| 124 | virtual ~NodeType() = default; |
| 125 | |
| 126 | /** Creates a new node of this type. */ |
| 127 | virtual RenderCompositorNode* create() const = 0; |
| 128 | |
| 129 | /** Returns identifier for all the dependencies of a node of this type. */ |
| 130 | virtual SmallVector<StringID, 4> getDependencies(const RendererView& view) const = 0; |
| 131 | |
| 132 | StringID id; |
| 133 | }; |
| 134 | |
| 135 | /** Templated implementation of NodeType. */ |
| 136 | template<class T> |
| 137 | struct TNodeType : NodeType |
| 138 | { |
| 139 | TNodeType() |
| 140 | { |
| 141 | id = T::getNodeId(); |
| 142 | } |
| 143 | |
| 144 | /** @copydoc NodeType::create() */ |
| 145 | RenderCompositorNode* create() const override { return bs_new<T>(); } |
| 146 | |
| 147 | /** @copydoc NodeType::getDependencies() */ |
| 148 | SmallVector<StringID, 4> getDependencies(const RendererView& view) const override |
| 149 | { |
| 150 | return T::getDependencies(view); |
| 151 | } |
| 152 | }; |
| 153 | |
| 154 | /** |
| 155 | * Registers a new type of node with the system. Each node type must first be registered before it can be used |
| 156 | * in the node hierarchy. |
| 157 | */ |
| 158 | template<class T> |
| 159 | static void registerNodeType() |
| 160 | { |
| 161 | auto findIter = mNodeTypes.find(T::getNodeId()); |
| 162 | if (findIter != mNodeTypes.end()) |
| 163 | LOGERR("Found two render compositor nodes with the same name \"" + String(T::getNodeId().c_str()) + "\"." ); |
| 164 | |
| 165 | mNodeTypes[T::getNodeId()] = bs_new<TNodeType<T>>(); |
| 166 | } |
| 167 | |
| 168 | /** Releases any information about render node types. */ |
| 169 | static void cleanUp() |
| 170 | { |
| 171 | for (auto& entry : mNodeTypes) |
| 172 | bs_delete(entry.second); |
| 173 | |
| 174 | mNodeTypes.clear(); |
| 175 | } |
| 176 | |
| 177 | private: |
| 178 | static UnorderedMap<StringID, NodeType*> mNodeTypes; |
| 179 | }; |
| 180 | |
| 181 | /************************************************************************/ |
| 182 | /* BASE PASS NODES */ |
| 183 | /************************************************************************/ |
| 184 | |
| 185 | /** Initializes the scene depth texture. Does not perform any rendering. */ |
| 186 | class RCNodeSceneDepth : public RenderCompositorNode |
| 187 | { |
| 188 | public: |
| 189 | // Outputs |
| 190 | SPtr<PooledRenderTexture> depthTex; |
| 191 | |
| 192 | static StringID getNodeId() { return "SceneDepth" ; } |
| 193 | static SmallVector<StringID, 4> getDependencies(const RendererView& view); |
| 194 | protected: |
| 195 | /** @copydoc RenderCompositorNode::render */ |
| 196 | void render(const RenderCompositorNodeInputs& inputs) override; |
| 197 | |
| 198 | /** @copydoc RenderCompositorNode::clear */ |
| 199 | void clear() override; |
| 200 | }; |
| 201 | |
| 202 | /** |
| 203 | * Initializes the GBuffer textures and renders the base pass into the GBuffer. The base pass includes all the opaque |
| 204 | * objects visible to the view. |
| 205 | */ |
| 206 | class RCNodeBasePass : public RenderCompositorNode |
| 207 | { |
| 208 | public: |
| 209 | // Outputs |
| 210 | SPtr<PooledRenderTexture> albedoTex; |
| 211 | SPtr<PooledRenderTexture> normalTex; |
| 212 | SPtr<PooledRenderTexture> roughMetalTex; |
| 213 | SPtr<PooledRenderTexture> idTex; |
| 214 | |
| 215 | SPtr<RenderTexture> renderTarget; |
| 216 | SPtr<RenderTexture> renderTargetNoMask; |
| 217 | |
| 218 | static StringID getNodeId() { return "BasePass" ; } |
| 219 | static SmallVector<StringID, 4> getDependencies(const RendererView& view); |
| 220 | protected: |
| 221 | /** @copydoc RenderCompositorNode::render */ |
| 222 | void render(const RenderCompositorNodeInputs& inputs) override; |
| 223 | |
| 224 | /** @copydoc RenderCompositorNode::clear */ |
| 225 | void clear() override; |
| 226 | }; |
| 227 | |
| 228 | /** Initializes the scene color texture and/or buffer. Does not perform any rendering. */ |
| 229 | class RCNodeSceneColor : public RenderCompositorNode |
| 230 | { |
| 231 | public: |
| 232 | // Outputs |
| 233 | /** |
| 234 | * Contains scene color. If MSAA is used this texture will be null until the texture array data is first resolved |
| 235 | * into this texture. |
| 236 | */ |
| 237 | SPtr<PooledRenderTexture> sceneColorTex; |
| 238 | |
| 239 | /** |
| 240 | * Texture array version of sceneColorTex. Only available when MSAA is used, since random writes to |
| 241 | * multisampled texture aren't supported on all render backends. |
| 242 | */ |
| 243 | SPtr<PooledRenderTexture> sceneColorTexArray; |
| 244 | |
| 245 | SPtr<RenderTexture> renderTarget; |
| 246 | |
| 247 | /** Converts MSAA data from the texture array into the MSAA texture. */ |
| 248 | void resolveMSAA(); |
| 249 | |
| 250 | static StringID getNodeId() { return "SceneColor" ; } |
| 251 | static SmallVector<StringID, 4> getDependencies(const RendererView& view); |
| 252 | protected: |
| 253 | /** @copydoc RenderCompositorNode::render */ |
| 254 | void render(const RenderCompositorNodeInputs& inputs) override; |
| 255 | |
| 256 | /** @copydoc RenderCompositorNode::clear */ |
| 257 | void clear() override; |
| 258 | }; |
| 259 | |
| 260 | /** |
| 261 | * Determines which samples in the GBuffer require per-sample shading and outputs a texture with the coverage (for use |
| 262 | * in compute shaders) and populates the primary stencil buffer as well (for use in non-compute shaders). Only relevant |
| 263 | * when rendering with MSAA enabled. |
| 264 | */ |
| 265 | class RCNodeMSAACoverage : public RenderCompositorNode |
| 266 | { |
| 267 | public: |
| 268 | // Outputs |
| 269 | SPtr<PooledRenderTexture> output; |
| 270 | |
| 271 | static StringID getNodeId() { return "MSAACoverage" ; } |
| 272 | static SmallVector<StringID, 4> getDependencies(const RendererView& view); |
| 273 | protected: |
| 274 | /** @copydoc RenderCompositorNode::render */ |
| 275 | void render(const RenderCompositorNodeInputs& inputs) override; |
| 276 | |
| 277 | /** @copydoc RenderCompositorNode::clear */ |
| 278 | void clear() override; |
| 279 | }; |
| 280 | |
| 281 | /************************************************************************/ |
| 282 | /* UTILITY NODES */ |
| 283 | /************************************************************************/ |
| 284 | |
| 285 | /** Simulates GPU particle systems. */ |
| 286 | class RCNodeParticleSimulate : public RenderCompositorNode |
| 287 | { |
| 288 | public: |
| 289 | static StringID getNodeId() { return "ParticleSimulate" ; } |
| 290 | static SmallVector<StringID, 4> getDependencies(const RendererView& view); |
| 291 | protected: |
| 292 | /** @copydoc RenderCompositorNode::render */ |
| 293 | void render(const RenderCompositorNodeInputs& inputs) override; |
| 294 | |
| 295 | /** @copydoc RenderCompositorNode::clear */ |
| 296 | void clear() override; |
| 297 | }; |
| 298 | |
| 299 | /** Performs view-based sorting on CPU simulated particle systems. */ |
| 300 | class RCNodeParticleSort : public RenderCompositorNode |
| 301 | { |
| 302 | public: |
| 303 | static StringID getNodeId() { return "ParticleSort" ; } |
| 304 | static SmallVector<StringID, 4> getDependencies(const RendererView& view); |
| 305 | protected: |
| 306 | /** @copydoc RenderCompositorNode::render */ |
| 307 | void render(const RenderCompositorNodeInputs& inputs) override; |
| 308 | |
| 309 | /** @copydoc RenderCompositorNode::clear */ |
| 310 | void clear() override; |
| 311 | }; |
| 312 | |
| 313 | /************************************************************************/ |
| 314 | /* LIGHTING NODES */ |
| 315 | /************************************************************************/ |
| 316 | |
| 317 | /** Initializes the light accumulation texture and/or buffer. Does not perform any rendering. */ |
| 318 | class RCNodeLightAccumulation : public RenderCompositorNode |
| 319 | { |
| 320 | public: |
| 321 | // Outputs |
| 322 | /** |
| 323 | * Contains lighting information accumulated from multiple lights. If MSAA is used this texture will be null until |
| 324 | * the texture array data is first resolved into this texture. |
| 325 | */ |
| 326 | SPtr<PooledRenderTexture> lightAccumulationTex; |
| 327 | |
| 328 | /** |
| 329 | * Texture array version of lightAccumulationTex. Only available when MSAA is used, since random writes to |
| 330 | * multisampled texture aren't supported on all render backends. |
| 331 | */ |
| 332 | SPtr<PooledRenderTexture> lightAccumulationTexArray; |
| 333 | |
| 334 | SPtr<RenderTexture> renderTarget; |
| 335 | |
| 336 | /** Converts MSAA data from the texture array into the MSAA texture. */ |
| 337 | void resolveMSAA(); |
| 338 | |
| 339 | static StringID getNodeId() { return "LightAccumulation" ; } |
| 340 | static SmallVector<StringID, 4> getDependencies(const RendererView& view); |
| 341 | protected: |
| 342 | /** @copydoc RenderCompositorNode::render */ |
| 343 | void render(const RenderCompositorNodeInputs& inputs) override; |
| 344 | |
| 345 | /** @copydoc RenderCompositorNode::clear */ |
| 346 | void clear() override; |
| 347 | |
| 348 | bool mOwnsTexture = false; |
| 349 | }; |
| 350 | |
| 351 | /** |
| 352 | * Handles lighting of surfaces illuminated directly, for both diffuse and specular components. Uses either tiled |
| 353 | * deferred or standard deferred rendering approach. Lighting information is output in the light accumulation buffer. |
| 354 | */ |
| 355 | class RCNodeDeferredDirectLighting : public RenderCompositorNode |
| 356 | { |
| 357 | public: |
| 358 | // Outputs |
| 359 | RCNodeLightAccumulation* output; |
| 360 | |
| 361 | static StringID getNodeId() { return "DeferredDirectLighting" ; } |
| 362 | static SmallVector<StringID, 4> getDependencies(const RendererView& view); |
| 363 | protected: |
| 364 | /** @copydoc RenderCompositorNode::render */ |
| 365 | void render(const RenderCompositorNodeInputs& inputs) override; |
| 366 | |
| 367 | /** @copydoc RenderCompositorNode::clear */ |
| 368 | void clear() override; |
| 369 | |
| 370 | SPtr<RenderTexture> mLightOcclusionRT; |
| 371 | }; |
| 372 | |
| 373 | /** |
| 374 | * Calculates specular lighting (specular reflections) using image based methods and deferred rendering. Uses either |
| 375 | * tiled deferred or standard deferred depending on the active feature set. The resulting lighting data is combined |
| 376 | * with direct lighting present in the light accumulation buffer and output to scene color texture/buffer. |
| 377 | */ |
| 378 | class RCNodeDeferredIndirectSpecularLighting : public RenderCompositorNode |
| 379 | { |
| 380 | public: |
| 381 | // Outputs |
| 382 | RCNodeLightAccumulation* output; |
| 383 | |
| 384 | static StringID getNodeId() { return "DeferredIndirectSpecularLighting" ; } |
| 385 | static SmallVector<StringID, 4> getDependencies(const RendererView& view); |
| 386 | protected: |
| 387 | /** @copydoc RenderCompositorNode::render */ |
| 388 | void render(const RenderCompositorNodeInputs& inputs) override; |
| 389 | |
| 390 | /** @copydoc RenderCompositorNode::clear */ |
| 391 | void clear() override; |
| 392 | }; |
| 393 | |
| 394 | /** |
| 395 | * Evaluates indirect lighting from the light probe volume, if available, or the sky irradiance otherwise. |
| 396 | * Results are written to the light accumulation buffer. |
| 397 | */ |
| 398 | class RCNodeIndirectDiffuseLighting : public RenderCompositorNode |
| 399 | { |
| 400 | public: |
| 401 | // Outputs to the unflattened RCNodeLightAccumulation |
| 402 | |
| 403 | static StringID getNodeId() { return "IndirectDiffuseLighting" ; } |
| 404 | static SmallVector<StringID, 4> getDependencies(const RendererView& view); |
| 405 | protected: |
| 406 | /** @copydoc RenderCompositorNode::render */ |
| 407 | void render(const RenderCompositorNodeInputs& inputs) override; |
| 408 | |
| 409 | /** @copydoc RenderCompositorNode::clear */ |
| 410 | void clear() override; |
| 411 | }; |
| 412 | |
| 413 | /** |
| 414 | * Renders transparent objects using clustered forward rendering. Handles direct diffuse and specular, as well as |
| 415 | * indirect specular. |
| 416 | */ |
| 417 | class RCNodeClusteredForward : public RenderCompositorNode |
| 418 | { |
| 419 | public: |
| 420 | static StringID getNodeId() { return "ClusteredForward" ; } |
| 421 | static SmallVector<StringID, 4> getDependencies(const RendererView& view); |
| 422 | protected: |
| 423 | /** @copydoc RenderCompositorNode::render */ |
| 424 | void render(const RenderCompositorNodeInputs& inputs) override; |
| 425 | |
| 426 | /** @copydoc RenderCompositorNode::clear */ |
| 427 | void clear() override; |
| 428 | |
| 429 | SPtr<RenderTexture> renderTarget; |
| 430 | }; |
| 431 | |
| 432 | /** |
| 433 | * Renders the skybox into the scene color texture. If skybox texture is not available, a solid color will be rendered |
| 434 | * instead. |
| 435 | */ |
| 436 | class RCNodeSkybox : public RenderCompositorNode |
| 437 | { |
| 438 | public: |
| 439 | static StringID getNodeId() { return "Skybox" ; } |
| 440 | static SmallVector<StringID, 4> getDependencies(const RendererView& view); |
| 441 | protected: |
| 442 | /** @copydoc RenderCompositorNode::render */ |
| 443 | void render(const RenderCompositorNodeInputs& inputs) override; |
| 444 | |
| 445 | /** @copydoc RenderCompositorNode::clear */ |
| 446 | void clear() override; |
| 447 | }; |
| 448 | |
| 449 | /** Moves the contents of the scene color texture into the view's output target. */ |
| 450 | class RCNodeFinalResolve : public RenderCompositorNode |
| 451 | { |
| 452 | public: |
| 453 | static StringID getNodeId() { return "FinalResolve" ; } |
| 454 | static SmallVector<StringID, 4> getDependencies(const RendererView& view); |
| 455 | protected: |
| 456 | /** @copydoc RenderCompositorNode::render */ |
| 457 | void render(const RenderCompositorNodeInputs& inputs) override; |
| 458 | |
| 459 | /** @copydoc RenderCompositorNode::clear */ |
| 460 | void clear() override; |
| 461 | }; |
| 462 | |
| 463 | /************************************************************************/ |
| 464 | /* POST PROCESS NODES */ |
| 465 | /************************************************************************/ |
| 466 | |
| 467 | /** |
| 468 | * Helper node used for post-processing. Takes care of allocating and switching between textures used for post process |
| 469 | * effects. |
| 470 | */ |
| 471 | class RCNodePostProcess : public RenderCompositorNode |
| 472 | { |
| 473 | public: |
| 474 | RCNodePostProcess(); |
| 475 | |
| 476 | /** |
| 477 | * Returns a texture that can be used for rendering a post-process effect, and the result of the previous |
| 478 | * output. Switches these textures so the next call they are returned in the opposite parameters. |
| 479 | */ |
| 480 | void getAndSwitch(const RendererView& view, SPtr<RenderTexture>& output, SPtr<Texture>& lastFrame) const; |
| 481 | |
| 482 | /** Returns a texture that contains the last rendererd post process output. */ |
| 483 | SPtr<Texture> getLastOutput() const; |
| 484 | |
| 485 | static StringID getNodeId() { return "PostProcess" ; } |
| 486 | static SmallVector<StringID, 4> getDependencies(const RendererView& view); |
| 487 | protected: |
| 488 | /** @copydoc RenderCompositorNode::render */ |
| 489 | void render(const RenderCompositorNodeInputs& inputs) override; |
| 490 | |
| 491 | /** @copydoc RenderCompositorNode::clear */ |
| 492 | void clear() override; |
| 493 | |
| 494 | mutable SPtr<PooledRenderTexture> mOutput[2]; |
| 495 | mutable bool mAllocated[2]; |
| 496 | mutable UINT32 mCurrentIdx = 0; |
| 497 | }; |
| 498 | |
| 499 | /** Calculates the eye adaptation values used for automatic exposure. */ |
| 500 | class RCNodeEyeAdaptation : public RenderCompositorNode |
| 501 | { |
| 502 | public: |
| 503 | SPtr<PooledRenderTexture> output; |
| 504 | |
| 505 | ~RCNodeEyeAdaptation(); |
| 506 | |
| 507 | static StringID getNodeId() { return "EyeAdaptation" ; } |
| 508 | static SmallVector<StringID, 4> getDependencies(const RendererView& view); |
| 509 | protected: |
| 510 | /** @copydoc RenderCompositorNode::render */ |
| 511 | void render(const RenderCompositorNodeInputs& inputs) override; |
| 512 | |
| 513 | /** @copydoc RenderCompositorNode::clear */ |
| 514 | void clear() override; |
| 515 | |
| 516 | /** |
| 517 | * Returns true if the more advanced (and more expensive) compute shader based method of computing eye adaptation |
| 518 | * should be used. |
| 519 | */ |
| 520 | bool useHistogramEyeAdapatation(const RenderCompositorNodeInputs& inputs); |
| 521 | |
| 522 | SPtr<PooledRenderTexture> previous; |
| 523 | }; |
| 524 | |
| 525 | /** |
| 526 | * Performs tone mapping on the contents of the scene color texture. At the same time resolves MSAA into a non-MSAA |
| 527 | * scene color texture. |
| 528 | */ |
| 529 | class RCNodeTonemapping : public RenderCompositorNode |
| 530 | { |
| 531 | public: |
| 532 | ~RCNodeTonemapping(); |
| 533 | |
| 534 | static StringID getNodeId() { return "Tonemapping" ; } |
| 535 | static SmallVector<StringID, 4> getDependencies(const RendererView& view); |
| 536 | protected: |
| 537 | /** @copydoc RenderCompositorNode::render */ |
| 538 | void render(const RenderCompositorNodeInputs& inputs) override; |
| 539 | |
| 540 | /** @copydoc RenderCompositorNode::clear */ |
| 541 | void clear() override; |
| 542 | |
| 543 | SPtr<PooledRenderTexture> mTonemapLUT; |
| 544 | UINT64 mTonemapLastUpdateHash = -1; |
| 545 | }; |
| 546 | |
| 547 | /** Renders the depth of field effect using Gaussian blurring. */ |
| 548 | class RCNodeGaussianDOF : public RenderCompositorNode |
| 549 | { |
| 550 | public: |
| 551 | static StringID getNodeId() { return "GaussianDOF" ; } |
| 552 | static SmallVector<StringID, 4> getDependencies(const RendererView& view); |
| 553 | protected: |
| 554 | /** @copydoc RenderCompositorNode::render */ |
| 555 | void render(const RenderCompositorNodeInputs& inputs) override; |
| 556 | |
| 557 | /** @copydoc RenderCompositorNode::clear */ |
| 558 | void clear() override; |
| 559 | }; |
| 560 | |
| 561 | /** Renders FXAA. */ |
| 562 | class RCNodeFXAA : public RenderCompositorNode |
| 563 | { |
| 564 | public: |
| 565 | static StringID getNodeId() { return "FXAA" ; } |
| 566 | static SmallVector<StringID, 4> getDependencies(const RendererView& view); |
| 567 | protected: |
| 568 | /** @copydoc RenderCompositorNode::render */ |
| 569 | void render(const RenderCompositorNodeInputs& inputs) override; |
| 570 | |
| 571 | /** @copydoc RenderCompositorNode::clear */ |
| 572 | void clear() override; |
| 573 | }; |
| 574 | |
| 575 | /************************************************************************/ |
| 576 | /* SCREEN SPACE */ |
| 577 | /************************************************************************/ |
| 578 | |
| 579 | /** Generates a 1/2 size of the scene color texture. If MSAA only the first sample is used. */ |
| 580 | class RCNodeHalfSceneColor : public RenderCompositorNode |
| 581 | { |
| 582 | public: |
| 583 | SPtr<PooledRenderTexture> output; |
| 584 | |
| 585 | static StringID getNodeId() { return "HalfSceneColor" ; } |
| 586 | static SmallVector<StringID, 4> getDependencies(const RendererView& view); |
| 587 | protected: |
| 588 | /** @copydoc RenderCompositorNode::render */ |
| 589 | void render(const RenderCompositorNodeInputs& inputs) override; |
| 590 | |
| 591 | /** @copydoc RenderCompositorNode::clear */ |
| 592 | void clear() override; |
| 593 | }; |
| 594 | |
| 595 | /** Resolves the depth buffer (if multi-sampled). Otherwise just references the original depth buffer. */ |
| 596 | class RCNodeResolvedSceneDepth : public RenderCompositorNode |
| 597 | { |
| 598 | public: |
| 599 | SPtr<PooledRenderTexture> output; |
| 600 | |
| 601 | static StringID getNodeId() { return "ResolvedSceneDepth" ; } |
| 602 | static SmallVector<StringID, 4> getDependencies(const RendererView& view); |
| 603 | protected: |
| 604 | /** @copydoc RenderCompositorNode::render */ |
| 605 | void render(const RenderCompositorNodeInputs& inputs) override; |
| 606 | |
| 607 | /** @copydoc RenderCompositorNode::clear */ |
| 608 | void clear() override; |
| 609 | |
| 610 | bool mPassThrough = false; |
| 611 | }; |
| 612 | |
| 613 | /** Builds the hierarchical Z buffer. */ |
| 614 | class RCNodeHiZ : public RenderCompositorNode |
| 615 | { |
| 616 | public: |
| 617 | SPtr<PooledRenderTexture> output; |
| 618 | |
| 619 | static StringID getNodeId() { return "HiZ" ; } |
| 620 | static SmallVector<StringID, 4> getDependencies(const RendererView& view); |
| 621 | protected: |
| 622 | /** @copydoc RenderCompositorNode::render */ |
| 623 | void render(const RenderCompositorNodeInputs& inputs) override; |
| 624 | |
| 625 | /** @copydoc RenderCompositorNode::clear */ |
| 626 | void clear() override; |
| 627 | }; |
| 628 | |
| 629 | /** Renders screen space ambient occlusion. */ |
| 630 | class RCNodeSSAO : public RenderCompositorNode |
| 631 | { |
| 632 | public: |
| 633 | SPtr<Texture> output; |
| 634 | |
| 635 | static StringID getNodeId() { return "SSAO" ; } |
| 636 | static SmallVector<StringID, 4> getDependencies(const RendererView& view); |
| 637 | protected: |
| 638 | /** @copydoc RenderCompositorNode::render */ |
| 639 | void render(const RenderCompositorNodeInputs& inputs) override; |
| 640 | |
| 641 | /** @copydoc RenderCompositorNode::clear */ |
| 642 | void clear() override; |
| 643 | |
| 644 | SPtr<PooledRenderTexture> mPooledOutput; |
| 645 | }; |
| 646 | |
| 647 | /** Renders screen space reflections. */ |
| 648 | class RCNodeSSR : public RenderCompositorNode |
| 649 | { |
| 650 | public: |
| 651 | SPtr<Texture> output; |
| 652 | |
| 653 | ~RCNodeSSR(); |
| 654 | |
| 655 | static StringID getNodeId() { return "SSR" ; } |
| 656 | static SmallVector<StringID, 4> getDependencies(const RendererView& view); |
| 657 | protected: |
| 658 | /** @copydoc RenderCompositorNode::render */ |
| 659 | void render(const RenderCompositorNodeInputs& inputs) override; |
| 660 | |
| 661 | /** @copydoc RenderCompositorNode::clear */ |
| 662 | void clear() override; |
| 663 | |
| 664 | /** Cleans up any outputs. */ |
| 665 | void deallocOutputs(); |
| 666 | |
| 667 | SPtr<PooledRenderTexture> mPooledOutput; |
| 668 | SPtr<PooledRenderTexture> mPrevFrame; |
| 669 | }; |
| 670 | |
| 671 | /** Renders the bloom effect. */ |
| 672 | class RCNodeBloom : public RenderCompositorNode |
| 673 | { |
| 674 | public: |
| 675 | SPtr<Texture> output; |
| 676 | |
| 677 | static StringID getNodeId() { return "Bloom" ; } |
| 678 | static SmallVector<StringID, 4> getDependencies(const RendererView& view); |
| 679 | protected: |
| 680 | /** @copydoc RenderCompositorNode::render */ |
| 681 | void render(const RenderCompositorNodeInputs& inputs) override; |
| 682 | |
| 683 | /** @copydoc RenderCompositorNode::clear */ |
| 684 | void clear() override; |
| 685 | |
| 686 | SPtr<PooledRenderTexture> mPooledOutput; |
| 687 | }; |
| 688 | |
| 689 | /** @} */ |
| 690 | }} |
| 691 | |