| 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 "Utility/BsTriangulation.h" |
| 7 | #include "Math/BsMatrix4.h" |
| 8 | #include "Math/BsMatrixNxM.h" |
| 9 | #include "Renderer/BsRendererMaterial.h" |
| 10 | #include "Renderer/BsGpuResourcePool.h" |
| 11 | #include "Renderer/BsParamBlocks.h" |
| 12 | #include "BsRendererLight.h" |
| 13 | |
| 14 | namespace bs { namespace ct |
| 15 | { |
| 16 | struct LightProbesInfo; |
| 17 | struct GBufferTextures; |
| 18 | struct FrameInfo; |
| 19 | class LightProbeVolume; |
| 20 | |
| 21 | /** @addtogroup RenderBeast |
| 22 | * @{ |
| 23 | */ |
| 24 | |
| 25 | BS_PARAM_BLOCK_BEGIN(TetrahedraRenderParamDef) |
| 26 | BS_PARAM_BLOCK_ENTRY(Vector2I, gDepthTexSize) |
| 27 | BS_PARAM_BLOCK_END |
| 28 | |
| 29 | extern TetrahedraRenderParamDef gTetrahedraRenderParamDef; |
| 30 | |
| 31 | /** |
| 32 | * Shader that renders the tetrahedra used for light probe evaluation. Tetrahedra depth is compare with current scene |
| 33 | * depth, and for each scene pixel the matching tetrahedron index is written to the output target. |
| 34 | */ |
| 35 | class TetrahedraRenderMat : public RendererMaterial<TetrahedraRenderMat> |
| 36 | { |
| 37 | RMAT_DEF("TetrahedraRender.bsl" ); |
| 38 | |
| 39 | /** Helper method used for initializing variations of this material. */ |
| 40 | template<bool msaa, bool singleSampleMSAA> |
| 41 | static const ShaderVariation& getVariation() |
| 42 | { |
| 43 | static ShaderVariation variation = ShaderVariation( |
| 44 | { |
| 45 | ShaderVariation::Param("MSAA" , msaa), |
| 46 | ShaderVariation::Param("MSAA_RESOLVE_0TH" , singleSampleMSAA) |
| 47 | }); |
| 48 | |
| 49 | return variation; |
| 50 | } |
| 51 | public: |
| 52 | TetrahedraRenderMat(); |
| 53 | |
| 54 | /** |
| 55 | * Executes the material using the provided parameters. |
| 56 | * |
| 57 | * @param[in] view View that is currently being rendered. |
| 58 | * @param[in] sceneDepth Depth of scene objects that should be lit. |
| 59 | * @param[in] mesh Mesh to render. |
| 60 | * @param[in] output Output texture created using the descriptor returned by getOutputDesc(). |
| 61 | */ |
| 62 | void execute(const RendererView& view, const SPtr<Texture>& sceneDepth, const SPtr<Mesh>& mesh, |
| 63 | const SPtr<RenderTexture>& output); |
| 64 | |
| 65 | /** |
| 66 | * Returns the descriptors that can be used for creating the output render texture for this material. The render |
| 67 | * texture is expected to have a single color attachment, and a depth attachment. |
| 68 | */ |
| 69 | static void getOutputDesc(const RendererView& view, POOLED_RENDER_TEXTURE_DESC& colorDesc, |
| 70 | POOLED_RENDER_TEXTURE_DESC& depthDesc); |
| 71 | |
| 72 | /** |
| 73 | * Returns the material variation matching the provided parameters. |
| 74 | * |
| 75 | * @param[in] msaa True if the shader will operate on a multisampled surface. |
| 76 | * @param[in] singleSampleMSAA Only relevant of @p msaa is true. When enabled only the first sample will be |
| 77 | * evaluated. Otherwise all samples will be evaluated. |
| 78 | * @return Requested variation of the material. |
| 79 | */ |
| 80 | static TetrahedraRenderMat* getVariation(bool msaa, bool singleSampleMSAA); |
| 81 | private: |
| 82 | SPtr<GpuParamBlockBuffer> mParamBuffer; |
| 83 | GpuParamTexture mDepthBufferTex; |
| 84 | }; |
| 85 | |
| 86 | BS_PARAM_BLOCK_BEGIN(IrradianceEvaluateParamDef) |
| 87 | BS_PARAM_BLOCK_ENTRY(float, gSkyBrightness) |
| 88 | BS_PARAM_BLOCK_ENTRY(INT32, gNumTetrahedra) |
| 89 | BS_PARAM_BLOCK_END |
| 90 | |
| 91 | extern IrradianceEvaluateParamDef gIrradianceEvaluateParamDef; |
| 92 | |
| 93 | /** Evaluates radiance from the light probe volume, or the sky if light probes are not available. */ |
| 94 | class IrradianceEvaluateMat : public RendererMaterial<IrradianceEvaluateMat> |
| 95 | { |
| 96 | RMAT_DEF("IrradianceEvaluate.bsl" ); |
| 97 | |
| 98 | /** Helper method used for initializing variations of this material. */ |
| 99 | template<bool msaa, bool singleSampleMSAA, bool skyOnly> |
| 100 | static const ShaderVariation& getVariation() |
| 101 | { |
| 102 | static ShaderVariation variation = ShaderVariation( |
| 103 | { |
| 104 | ShaderVariation::Param("MSAA" , msaa), |
| 105 | ShaderVariation::Param("MSAA_RESOLVE_0TH" , singleSampleMSAA), |
| 106 | ShaderVariation::Param("SKY_ONLY" , skyOnly) |
| 107 | }); |
| 108 | |
| 109 | return variation; |
| 110 | } |
| 111 | public: |
| 112 | IrradianceEvaluateMat(); |
| 113 | |
| 114 | /** |
| 115 | * Executes the material using the provided parameters. |
| 116 | * |
| 117 | * @param[in] view View that is currently being rendered. |
| 118 | * @param[in] gbuffer Previously rendered GBuffer textures. |
| 119 | * @param[in] lightProbeIndices Indices calculated by TetrahedraRenderMat. |
| 120 | * @param[in] lightProbesInfo Information about light probes. |
| 121 | * @param[in] skybox Skybox, if available. If sky is not available, but sky rendering is enabled, |
| 122 | * the system will instead use a default irradiance texture. |
| 123 | * @param[in] ambientOcclusion Texture containing per-pixel ambient occlusion. |
| 124 | * @param[in] output Output texture to write the radiance to. The evaluated value will be added to |
| 125 | * existing radiance in the texture, using blending. |
| 126 | */ |
| 127 | void execute(const RendererView& view, const GBufferTextures& gbuffer, const SPtr<Texture>& lightProbeIndices, |
| 128 | const LightProbesInfo& lightProbesInfo, const Skybox* skybox, const SPtr<Texture>& ambientOcclusion, |
| 129 | const SPtr<RenderTexture>& output); |
| 130 | |
| 131 | /** |
| 132 | * Returns the material variation matching the provided parameters. |
| 133 | * |
| 134 | * @param[in] msaa True if the shader will operate on a multisampled surface. |
| 135 | * @param[in] singleSampleMSAA Only relevant of @p msaa is true. When enabled only the first sample will be |
| 136 | * evaluated. Otherwise all samples will be evaluated. |
| 137 | * @param[in] skyOnly When true, only the sky irradiance will be evaluated. Otherwise light probe |
| 138 | * irradiance will be evaluated. |
| 139 | * @return Requested variation of the material. |
| 140 | */ |
| 141 | static IrradianceEvaluateMat* getVariation(bool msaa, bool singleSampleMSAA, bool skyOnly); |
| 142 | private: |
| 143 | GBufferParams mGBufferParams; |
| 144 | SPtr<GpuParamBlockBuffer> mParamBuffer; |
| 145 | GpuParamTexture mParamInputTex; |
| 146 | GpuParamTexture mParamSkyIrradianceTex; |
| 147 | GpuParamTexture mParamAmbientOcclusionTex; |
| 148 | GpuParamTexture mParamSHCoeffsTexture; |
| 149 | GpuParamBuffer mParamTetrahedraBuffer; |
| 150 | GpuParamBuffer mParamTetFacesBuffer; |
| 151 | bool mSkyOnly; |
| 152 | }; |
| 153 | |
| 154 | /** Contains information required by light probe shaders. Output by LightProbes. */ |
| 155 | struct LightProbesInfo |
| 156 | { |
| 157 | /** Contains a set of spherical harmonic coefficients for every light probe. */ |
| 158 | SPtr<Texture> shCoefficients; |
| 159 | |
| 160 | /** |
| 161 | * Contains information about tetrahedra formed by light probes. First half of the buffer is populated by actual |
| 162 | * tetrahedrons, while the second half is populated by information about outer faces (triangles). @p numTetrahedra |
| 163 | * marks the spot where split happens. |
| 164 | */ |
| 165 | SPtr<GpuBuffer> tetrahedra; |
| 166 | |
| 167 | /** Contains additional information about outer tetrahedron faces, required for extrapolating tetrahedron data. */ |
| 168 | SPtr<GpuBuffer> faces; |
| 169 | |
| 170 | /** |
| 171 | * Mesh representing the entire light probe volume. Each vertex has an associated tetrahedron (or face) index which |
| 172 | * can be used to map into the tetrahedra array to retrieve probe information. |
| 173 | */ |
| 174 | SPtr<Mesh> tetrahedraVolume; |
| 175 | |
| 176 | /** Total number of valid tetrahedra in the @p tetrahedra buffer. */ |
| 177 | UINT32 numTetrahedra; |
| 178 | }; |
| 179 | |
| 180 | /** Handles any pre-processing for light (irradiance) probe lighting. */ |
| 181 | class LightProbes |
| 182 | { |
| 183 | /** Internal information about a single light probe volume. */ |
| 184 | struct VolumeInfo |
| 185 | { |
| 186 | /** Volume containing the information about the probes. */ |
| 187 | LightProbeVolume* volume; |
| 188 | /** Remains true as long as there are dirty probes in the volume. */ |
| 189 | bool isDirty; |
| 190 | }; |
| 191 | |
| 192 | /** |
| 193 | * Information about a single tetrahedron, including neighbor information. Neighbor 4th index will be set to -1 |
| 194 | * if the tetrahedron represents an outer face (which is not actually a tetrahedron, but a triangle, but is stored |
| 195 | * in the same array for convenience). |
| 196 | */ |
| 197 | struct TetrahedronData |
| 198 | { |
| 199 | Tetrahedron volume; |
| 200 | Matrix4 transform; |
| 201 | }; |
| 202 | |
| 203 | /** |
| 204 | * Information about a single tetrahedron face, with information about extrusion and how to project a point in |
| 205 | * the extrusion volume, on to the face. |
| 206 | */ |
| 207 | struct TetrahedronFaceData |
| 208 | { |
| 209 | UINT32 innerVertices[3]; |
| 210 | UINT32 outerVertices[3]; |
| 211 | Vector3 normals[3]; |
| 212 | Matrix4 transform; |
| 213 | UINT32 tetrahedron; |
| 214 | bool quadratic; |
| 215 | }; |
| 216 | public: |
| 217 | LightProbes(); |
| 218 | |
| 219 | /** Notifies sthe manager that the provided light probe volume has been added. */ |
| 220 | void notifyAdded(LightProbeVolume* volume); |
| 221 | |
| 222 | /** Notifies the manager that the provided light probe volume has some dirty light probes. */ |
| 223 | void notifyDirty(LightProbeVolume* volume); |
| 224 | |
| 225 | /** Notifies the manager that all the probes in the provided volume have been removed. */ |
| 226 | void notifyRemoved(LightProbeVolume* volume); |
| 227 | |
| 228 | /** Updates light probe tetrahedron data after probes changed (added/removed/moved). */ |
| 229 | void updateProbes(); |
| 230 | |
| 231 | /** Returns true if there are any registered light probes. */ |
| 232 | bool hasAnyProbes() const; |
| 233 | |
| 234 | /** |
| 235 | * Returns a set of buffers that can be used for rendering the light probes. updateProbes() must be called |
| 236 | * at least once before the buffer is populated. If the probes changed since the last call, call updateProbes() |
| 237 | * to refresh the buffer. |
| 238 | */ |
| 239 | LightProbesInfo getInfo() const; |
| 240 | |
| 241 | private: |
| 242 | /** |
| 243 | * Perform tetrahedrization of the provided point list, and outputs a list of tetrahedrons and outer faces of the |
| 244 | * volume. Each entry contains connections to nearby tetrahedrons/faces, as well as a matrix that can be used for |
| 245 | * calculating barycentric coordinates within the tetrahedron (or projected triangle barycentric coordinates for |
| 246 | * faces). |
| 247 | * |
| 248 | * @param[in,out] positions A set of positions to generate the tetrahedra from. If |
| 249 | * @p generateExtrapolationVolume is enabled then this array will be |
| 250 | * appended with new vertices forming that volume. |
| 251 | * @param[out] tetrahedra A list of generated tetrahedra and relevant data. |
| 252 | * @param[out] faces A list of faces representing the surface of the tetrahedra volume. |
| 253 | * @param[in] generateExtrapolationVolume If true, the tetrahedron volume will be surrounded with points |
| 254 | * at "infinity" (technically just far away). |
| 255 | */ |
| 256 | void generateTetrahedronData(Vector<Vector3>& positions, Vector<TetrahedronData>& tetrahedra, |
| 257 | Vector<TetrahedronFaceData>& faces, bool = false); |
| 258 | |
| 259 | /** Resizes the GPU buffer used for holding tetrahedron data, to the specified size (in number of tetraheda). */ |
| 260 | void resizeTetrahedronBuffer(UINT32 count); |
| 261 | |
| 262 | /** Resizes the GPU buffer used for holding tetrahedron face data, to the specified size (in number of faces). */ |
| 263 | void resizeTetrahedronFaceBuffer(UINT32 count); |
| 264 | |
| 265 | /** |
| 266 | * Resized the GPU buffer that stores light probe SH coefficients, to the specified number of rows (each row |
| 267 | * holds 4096 coefficients, and each volume starts in its own row.). |
| 268 | */ |
| 269 | void resizeCoefficientTexture(UINT32 numRows); |
| 270 | |
| 271 | Vector<VolumeInfo> mVolumes; |
| 272 | bool mTetrahedronVolumeDirty; |
| 273 | |
| 274 | UINT32 mMaxCoefficientRows; |
| 275 | UINT32 mMaxTetrahedra; |
| 276 | UINT32 mMaxFaces; |
| 277 | |
| 278 | Vector<TetrahedronData> mTetrahedronInfos; |
| 279 | |
| 280 | SPtr<Texture> mProbeCoefficientsGPU; |
| 281 | SPtr<GpuBuffer> mTetrahedronInfosGPU; |
| 282 | SPtr<GpuBuffer> mTetrahedronFaceInfosGPU; |
| 283 | SPtr<Mesh> mVolumeMesh; |
| 284 | UINT32 mNumValidTetrahedra; |
| 285 | |
| 286 | // Temporary buffers |
| 287 | Vector<Vector3> mTempTetrahedronPositions; |
| 288 | Vector<UINT32> mTempTetrahedronBufferIndices; |
| 289 | Vector<Vector2I> mTempTetrahedronBufferOffsets; |
| 290 | }; |
| 291 | |
| 292 | /** @} */ |
| 293 | }} |
| 294 | |