| 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 | #include "Renderer/BsRenderElement.h" |
| 7 | #include "Renderer/BsParamBlocks.h" |
| 8 | #include "Material/BsMaterialParam.h" |
| 9 | #include "RenderAPI/BsGpuPipelineParamInfo.h" |
| 10 | #include "Renderer/BsRendererMaterial.h" |
| 11 | |
| 12 | namespace bs { namespace ct |
| 13 | { |
| 14 | class Decal; |
| 15 | |
| 16 | /** @addtogroup RenderBeast |
| 17 | * @{ |
| 18 | */ |
| 19 | |
| 20 | BS_PARAM_BLOCK_BEGIN(DecalParamDef) |
| 21 | BS_PARAM_BLOCK_ENTRY(Matrix4, gWorldToDecal) |
| 22 | BS_PARAM_BLOCK_ENTRY(Vector3, gDecalNormal) |
| 23 | BS_PARAM_BLOCK_ENTRY(float, gNormalTolerance) |
| 24 | BS_PARAM_BLOCK_ENTRY(float, gFlipDerivatives) |
| 25 | BS_PARAM_BLOCK_ENTRY(INT32, gLayerMask) |
| 26 | BS_PARAM_BLOCK_END |
| 27 | |
| 28 | extern DecalParamDef gDecalParamDef; |
| 29 | |
| 30 | struct MaterialSamplerOverrides; |
| 31 | |
| 32 | /** Default material used for rendering decals, when no other is available. */ |
| 33 | class DefaultDecalMat : public RendererMaterial<DefaultDecalMat> { RMAT_DEF("Decal.bsl" ); }; |
| 34 | |
| 35 | /** Determines how is decal blended with the underlying surface. */ |
| 36 | enum class DecalBlendMode |
| 37 | { |
| 38 | /** All decal textures are blended with the underlying surface, using alpha to determine blend amount. */ |
| 39 | Transparent, |
| 40 | /** Albedo texture is multiplied with the underlying surface albedo, while all other textures are blended. */ |
| 41 | Stain, |
| 42 | /** Only the normal texture is blended with the underlying surface. */ |
| 43 | Normal, |
| 44 | /** Adds light contribution directly, without writing any other surface data. */ |
| 45 | Emissive |
| 46 | }; |
| 47 | |
| 48 | /** Returns a specific decal shader variation. */ |
| 49 | template<bool INSIDE_GEOMETRY, MSAAMode MSAA_MODE> |
| 50 | static const ShaderVariation& getDecalShaderVariation() |
| 51 | { |
| 52 | static ShaderVariation variation = ShaderVariation( |
| 53 | { |
| 54 | ShaderVariation::Param("INSIDE_GEOMETRY" , INSIDE_GEOMETRY), |
| 55 | ShaderVariation::Param("MSAA_MODE" , (INT32)MSAA_MODE), |
| 56 | }); |
| 57 | |
| 58 | return variation; |
| 59 | } |
| 60 | |
| 61 | /** Contains information required for rendering a single Decal. */ |
| 62 | class DecalRenderElement : public RenderElement |
| 63 | { |
| 64 | public: |
| 65 | /** |
| 66 | * Optional overrides for material sampler states. Used when renderer wants to override certain sampling properties |
| 67 | * on a global scale (for example filtering most commonly). |
| 68 | */ |
| 69 | MaterialSamplerOverrides* samplerOverrides; |
| 70 | |
| 71 | /** Binding indices representing where should the per-camera param block buffer be bound to. */ |
| 72 | GpuParamBinding perCameraBindings[GPT_COUNT]; |
| 73 | |
| 74 | /** Indices for different variations of the used material. */ |
| 75 | UINT32 techniqueIndices[2][3]; |
| 76 | |
| 77 | /** Time to used for evaluating material animation. */ |
| 78 | float materialAnimationTime = 0.0f; |
| 79 | |
| 80 | /** Texture input for the depth buffer. */ |
| 81 | GpuParamTexture depthInputTexture; |
| 82 | |
| 83 | /** Texture input for the mask buffer. */ |
| 84 | GpuParamTexture maskInputTexture; |
| 85 | |
| 86 | /** @copydoc RenderElement::draw */ |
| 87 | void draw() const override; |
| 88 | }; |
| 89 | |
| 90 | /** Contains information about a Decal, used by the Renderer. */ |
| 91 | struct RendererDecal |
| 92 | { |
| 93 | RendererDecal(); |
| 94 | |
| 95 | /** Updates the per-object GPU buffer according to the currently set properties. */ |
| 96 | void updatePerObjectBuffer(); |
| 97 | |
| 98 | /** |
| 99 | * Updates the per-call GPU buffer according to the provided parameters. |
| 100 | * |
| 101 | * @param[in] viewProj Combined view-projection matrix of the current camera. |
| 102 | * @param[in] flush True if the buffer contents should be immediately flushed to the GPU. |
| 103 | */ |
| 104 | void updatePerCallBuffer(const Matrix4& viewProj, bool flush = true) const; |
| 105 | |
| 106 | Decal* decal; |
| 107 | mutable DecalRenderElement renderElement; |
| 108 | |
| 109 | SPtr<GpuParamBlockBuffer> decalParamBuffer; |
| 110 | SPtr<GpuParamBlockBuffer> perObjectParamBuffer; |
| 111 | SPtr<GpuParamBlockBuffer> perCallParamBuffer; |
| 112 | }; |
| 113 | |
| 114 | /** @} */ |
| 115 | }} |
| 116 | |