| 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/BsModule.h" |
| 7 | #include "Renderer/BsRendererMaterial.h" |
| 8 | #include "BsRendererLight.h" |
| 9 | #include "BsRendererReflectionProbe.h" |
| 10 | |
| 11 | namespace bs { namespace ct { |
| 12 | class RendererLight; |
| 13 | |
| 14 | BS_PARAM_BLOCK_BEGIN(PerLightParamDef) |
| 15 | BS_PARAM_BLOCK_ENTRY(Vector4, gLightPositionAndSrcRadius) |
| 16 | BS_PARAM_BLOCK_ENTRY(Vector4, gLightColorAndLuminance) |
| 17 | BS_PARAM_BLOCK_ENTRY(Vector4, gLightSpotAnglesAndSqrdInvAttRadius) |
| 18 | BS_PARAM_BLOCK_ENTRY(Vector4, gLightDirectionAndBoundRadius) |
| 19 | BS_PARAM_BLOCK_ENTRY(Vector4, gShiftedLightPositionAndType) |
| 20 | BS_PARAM_BLOCK_ENTRY(Vector4, gLightGeometry) |
| 21 | BS_PARAM_BLOCK_ENTRY(Matrix4, gMatConeTransform) |
| 22 | BS_PARAM_BLOCK_END |
| 23 | |
| 24 | extern PerLightParamDef gPerLightParamDef; |
| 25 | |
| 26 | /** Shader that renders directional light sources during deferred rendering light pass. */ |
| 27 | class DeferredDirectionalLightMat : public RendererMaterial<DeferredDirectionalLightMat> |
| 28 | { |
| 29 | RMAT_DEF("DeferredDirectionalLight.bsl" ); |
| 30 | |
| 31 | /** Helper method used for initializing variations of this material. */ |
| 32 | template<bool msaa, bool singleSampleMSAA> |
| 33 | static const ShaderVariation& getVariation() |
| 34 | { |
| 35 | static ShaderVariation variation = ShaderVariation( |
| 36 | { |
| 37 | ShaderVariation::Param("MSAA" , msaa), |
| 38 | ShaderVariation::Param("MSAA_RESOLVE_0TH" , singleSampleMSAA) |
| 39 | }); |
| 40 | |
| 41 | return variation; |
| 42 | } |
| 43 | public: |
| 44 | DeferredDirectionalLightMat(); |
| 45 | |
| 46 | /** Binds the material for rendering and sets up any parameters. */ |
| 47 | void bind(const GBufferTextures& gBufferInput, const SPtr<Texture>& lightOcclusion, |
| 48 | const SPtr<GpuParamBlockBuffer>& perCamera, const SPtr<GpuParamBlockBuffer>& perLight); |
| 49 | |
| 50 | /** |
| 51 | * Returns the material variation matching the provided parameters. |
| 52 | * |
| 53 | * @param[in] msaa True if the shader will operate on a multisampled surface. |
| 54 | * @param[in] singleSampleMSAA Only relevant of @p msaa is true. When enabled only the first sample will be |
| 55 | * evaluated. Otherwise all samples will be evaluated. |
| 56 | * @return Requested variation of the material. |
| 57 | */ |
| 58 | static DeferredDirectionalLightMat* getVariation(bool msaa, bool singleSampleMSAA = false); |
| 59 | private: |
| 60 | GBufferParams mGBufferParams; |
| 61 | GpuParamTexture mLightOcclusionTexParam; |
| 62 | }; |
| 63 | |
| 64 | /** Shader that renders point (radial & spot) light sources during deferred rendering light pass. */ |
| 65 | class DeferredPointLightMat : public RendererMaterial<DeferredPointLightMat> |
| 66 | { |
| 67 | RMAT_DEF("DeferredPointLight.bsl" ); |
| 68 | |
| 69 | /** Helper method used for initializing variations of this material. */ |
| 70 | template<bool inside, bool msaa, bool singleSampleMSAA> |
| 71 | static const ShaderVariation& getVariation() |
| 72 | { |
| 73 | static ShaderVariation variation = ShaderVariation( |
| 74 | { |
| 75 | ShaderVariation::Param("MSAA" , msaa), |
| 76 | ShaderVariation::Param("INSIDE_GEOMETRY" , inside), |
| 77 | ShaderVariation::Param("MSAA_RESOLVE_0TH" , singleSampleMSAA) |
| 78 | }); |
| 79 | |
| 80 | return variation; |
| 81 | } |
| 82 | public: |
| 83 | DeferredPointLightMat(); |
| 84 | |
| 85 | /** Binds the material for rendering and sets up any parameters. */ |
| 86 | void bind(const GBufferTextures& gBufferInput, const SPtr<Texture>& lightOcclusion, |
| 87 | const SPtr<GpuParamBlockBuffer>& perCamera, const SPtr<GpuParamBlockBuffer>& perLight); |
| 88 | |
| 89 | /** |
| 90 | * Returns the material variation matching the provided parameters. |
| 91 | * |
| 92 | * @param[in] inside Set to true if viewer is inside the light's stencil geometry. |
| 93 | * @param[in] msaa True if the shader will operate on a multisampled surface. |
| 94 | * @param[in] singleSampleMSAA Only relevant of @p msaa is true. When enabled only the first sample will be |
| 95 | * evaluated. Otherwise all samples will be evaluated. |
| 96 | * @return Requested variation of the material. |
| 97 | */ |
| 98 | static DeferredPointLightMat* getVariation(bool inside, bool msaa, bool singleSampleMSAA = false); |
| 99 | private: |
| 100 | GBufferParams mGBufferParams; |
| 101 | GpuParamTexture mLightOcclusionTexParam; |
| 102 | }; |
| 103 | |
| 104 | BS_PARAM_BLOCK_BEGIN(PerProbeParamDef) |
| 105 | BS_PARAM_BLOCK_ENTRY(Vector3, gPosition) |
| 106 | BS_PARAM_BLOCK_ENTRY(Vector3, gExtents) |
| 107 | BS_PARAM_BLOCK_ENTRY(float, gTransitionDistance) |
| 108 | BS_PARAM_BLOCK_ENTRY(Matrix4, gInvBoxTransform) |
| 109 | BS_PARAM_BLOCK_ENTRY(INT32, gCubemapIdx) |
| 110 | BS_PARAM_BLOCK_ENTRY(INT32, gType) |
| 111 | BS_PARAM_BLOCK_END |
| 112 | |
| 113 | extern PerProbeParamDef gPerProbeParamDef; |
| 114 | |
| 115 | /** |
| 116 | * Shader that prepares the surface for image based lighting. |
| 117 | * |
| 118 | * This is an alternative to TiledDeferredImageBasedLighting for cases when compute shaders are not usable or suitable. |
| 119 | * Needs to be followed by execution of all other DeferredIBL* materials. |
| 120 | */ |
| 121 | class DeferredIBLSetupMat : public RendererMaterial<DeferredIBLSetupMat> |
| 122 | { |
| 123 | RMAT_DEF("DeferredIBLSetup.bsl" ); |
| 124 | |
| 125 | /** Helper method used for initializing variations of this material. */ |
| 126 | template<bool msaa, bool singleSampleMSAA> |
| 127 | static const ShaderVariation& getVariation() |
| 128 | { |
| 129 | static ShaderVariation variation = ShaderVariation( |
| 130 | { |
| 131 | ShaderVariation::Param("MSAA" , msaa), |
| 132 | ShaderVariation::Param("MSAA_RESOLVE_0TH" , singleSampleMSAA) |
| 133 | }); |
| 134 | |
| 135 | return variation; |
| 136 | } |
| 137 | public: |
| 138 | DeferredIBLSetupMat(); |
| 139 | |
| 140 | /** Binds the material for rendering and sets up any parameters. */ |
| 141 | void bind(const GBufferTextures& gBufferInput, const SPtr<GpuParamBlockBuffer>& perCamera, |
| 142 | const SPtr<Texture>& ssr, const SPtr<Texture>& ao, const SPtr<GpuParamBlockBuffer>& reflProbeParams); |
| 143 | |
| 144 | /** |
| 145 | * Returns the material variation matching the provided parameters. |
| 146 | * |
| 147 | * @param[in] msaa True if the shader will operate on a multisampled surface. |
| 148 | * @param[in] singleSampleMSAA Only relevant of @p msaa is true. When enabled only the first sample will be |
| 149 | * evaluated. Otherwise all samples will be evaluated. |
| 150 | * @return Requested variation of the material. |
| 151 | */ |
| 152 | static DeferredIBLSetupMat* getVariation(bool msaa, bool singleSampleMSAA = false); |
| 153 | private: |
| 154 | GBufferParams mGBufferParams; |
| 155 | ImageBasedLightingParams mIBLParams; |
| 156 | }; |
| 157 | |
| 158 | /** |
| 159 | * Shader that renders an individual reflection probe for image based lighting. |
| 160 | * |
| 161 | * This is an alternative to TiledDeferredImageBasedLighting for cases when compute shaders are not usable or suitable. |
| 162 | * Must be preceeded by DeferredIBLSetupMat and followed by DeferredIBLSkyMat and DeferredIBLFinalizeMat. |
| 163 | */ |
| 164 | class DeferredIBLProbeMat : public RendererMaterial<DeferredIBLProbeMat> |
| 165 | { |
| 166 | RMAT_DEF("DeferredIBLProbe.bsl" ); |
| 167 | |
| 168 | /** Helper method used for initializing variations of this material. */ |
| 169 | template<bool inside, bool msaa, bool singleSampleMSAA> |
| 170 | static const ShaderVariation& getVariation() |
| 171 | { |
| 172 | static ShaderVariation variation = ShaderVariation( |
| 173 | { |
| 174 | ShaderVariation::Param("MSAA" , msaa), |
| 175 | ShaderVariation::Param("INSIDE_GEOMETRY" , inside), |
| 176 | ShaderVariation::Param("MSAA_RESOLVE_0TH" , singleSampleMSAA) |
| 177 | }); |
| 178 | |
| 179 | return variation; |
| 180 | } |
| 181 | public: |
| 182 | DeferredIBLProbeMat(); |
| 183 | |
| 184 | /** Binds the material for rendering and sets up any parameters. */ |
| 185 | void bind(const GBufferTextures& gBufferInput, const SPtr<GpuParamBlockBuffer>& perCamera, |
| 186 | const SceneInfo& sceneInfo, const ReflProbeData& probeData, const SPtr<GpuParamBlockBuffer>& reflProbeParams); |
| 187 | |
| 188 | /** |
| 189 | * Returns the material variation matching the provided parameters. |
| 190 | * |
| 191 | * @param[in] inside Set to true if viewer is inside the probe's stencil geometry. |
| 192 | * @param[in] msaa True if the shader will operate on a multisampled surface. |
| 193 | * @param[in] singleSampleMSAA Only relevant of @p msaa is true. When enabled only the first sample will be |
| 194 | * evaluated. Otherwise all samples will be evaluated. |
| 195 | * @return Requested variation of the material. |
| 196 | */ |
| 197 | static DeferredIBLProbeMat* getVariation(bool inside, bool msaa, bool singleSampleMSAA = false); |
| 198 | private: |
| 199 | SPtr<GpuParamBlockBuffer> mParamBuffer; |
| 200 | GBufferParams mGBufferParams; |
| 201 | ImageBasedLightingParams mIBLParams; |
| 202 | }; |
| 203 | |
| 204 | /** |
| 205 | * Shader that renders the sky reflections. The results are additively blended with the currently bound render target. |
| 206 | * |
| 207 | * This is an alternative to TiledDeferredImageBasedLighting for cases when compute shaders are not usable or suitable. |
| 208 | * Must be preceeded by DeferredIBLSetupMat and followed by DeferredIBLFinalizeMat. |
| 209 | */ |
| 210 | class DeferredIBLSkyMat : public RendererMaterial<DeferredIBLSkyMat> |
| 211 | { |
| 212 | RMAT_DEF("DeferredIBLSky.bsl" ); |
| 213 | |
| 214 | /** Helper method used for initializing variations of this material. */ |
| 215 | template<bool msaa, bool singleSampleMSAA> |
| 216 | static const ShaderVariation& getVariation() |
| 217 | { |
| 218 | static ShaderVariation variation = ShaderVariation( |
| 219 | { |
| 220 | ShaderVariation::Param("MSAA" , msaa), |
| 221 | ShaderVariation::Param("MSAA_RESOLVE_0TH" , singleSampleMSAA) |
| 222 | }); |
| 223 | |
| 224 | return variation; |
| 225 | } |
| 226 | public: |
| 227 | DeferredIBLSkyMat(); |
| 228 | |
| 229 | /** Binds the material for rendering and sets up any parameters. */ |
| 230 | void bind(const GBufferTextures& gBufferInput, const SPtr<GpuParamBlockBuffer>& perCamera, |
| 231 | const Skybox* skybox, const SPtr<GpuParamBlockBuffer>& reflProbeParams); |
| 232 | |
| 233 | /** |
| 234 | * Returns the material variation matching the provided parameters. |
| 235 | * |
| 236 | * @param[in] msaa True if the shader will operate on a multisampled surface. |
| 237 | * @param[in] singleSampleMSAA Only relevant of @p msaa is true. When enabled only the first sample will be |
| 238 | * evaluated. Otherwise all samples will be evaluated. |
| 239 | * @return Requested variation of the material. |
| 240 | */ |
| 241 | static DeferredIBLSkyMat* getVariation(bool msaa, bool singleSampleMSAA = false); |
| 242 | private: |
| 243 | GBufferParams mGBufferParams; |
| 244 | ImageBasedLightingParams mIBLParams; |
| 245 | }; |
| 246 | |
| 247 | /** |
| 248 | * Material that finalizes the rendering of reflections. As input it takes the texture output by previous DeferredIBL* |
| 249 | * materials, and the resulting output is blended additively with the current render target. |
| 250 | * |
| 251 | * This is an alternative to TiledDeferredImageBasedLighting for cases when compute shaders are not usable or suitable. |
| 252 | */ |
| 253 | class DeferredIBLFinalizeMat : public RendererMaterial<DeferredIBLFinalizeMat> |
| 254 | { |
| 255 | RMAT_DEF("DeferredIBLFinalize.bsl" ); |
| 256 | |
| 257 | /** Helper method used for initializing variations of this material. */ |
| 258 | template<bool msaa, bool singleSampleMSAA> |
| 259 | static const ShaderVariation& getVariation() |
| 260 | { |
| 261 | static ShaderVariation variation = ShaderVariation( |
| 262 | { |
| 263 | ShaderVariation::Param("MSAA" , msaa), |
| 264 | ShaderVariation::Param("MSAA_RESOLVE_0TH" , singleSampleMSAA) |
| 265 | }); |
| 266 | |
| 267 | return variation; |
| 268 | } |
| 269 | public: |
| 270 | DeferredIBLFinalizeMat(); |
| 271 | |
| 272 | /** Binds the material for rendering and sets up any parameters. */ |
| 273 | void bind(const GBufferTextures& gBufferInput, const SPtr<GpuParamBlockBuffer>& perCamera, |
| 274 | const SPtr<Texture>& iblRadiance, const SPtr<Texture>& preintegratedBrdf, |
| 275 | const SPtr<GpuParamBlockBuffer>& reflProbeParams); |
| 276 | |
| 277 | /** |
| 278 | * Returns the material variation matching the provided parameters. |
| 279 | * |
| 280 | * @param[in] msaa True if the shader will operate on a multisampled surface. |
| 281 | * @param[in] singleSampleMSAA Only relevant of @p msaa is true. When enabled only the first sample will be |
| 282 | * evaluated. Otherwise all samples will be evaluated. |
| 283 | * @return Requested variation of the material. |
| 284 | */ |
| 285 | static DeferredIBLFinalizeMat* getVariation(bool msaa, bool singleSampleMSAA = false); |
| 286 | private: |
| 287 | GBufferParams mGBufferParams; |
| 288 | ImageBasedLightingParams mIBLParams; |
| 289 | GpuParamTexture mIBLRadiance; |
| 290 | }; |
| 291 | |
| 292 | /** Provides functionality for standard (non-tiled) deferred rendering. */ |
| 293 | class StandardDeferred : public Module<StandardDeferred> |
| 294 | { |
| 295 | public: |
| 296 | StandardDeferred(); |
| 297 | |
| 298 | /** Calculates lighting for the specified light, using the standard deferred renderer. */ |
| 299 | void renderLight(LightType type, const RendererLight& light, const RendererView& view, |
| 300 | const GBufferTextures& gBufferInput, const SPtr<Texture>& lightOcclusion); |
| 301 | |
| 302 | /** |
| 303 | * Evaluates filtered radiance from a single reflection probe and blends it into the current render target. |
| 304 | * Alpha value of the render target is used for determining the contribution and will be updated with new |
| 305 | * contibution after blending. |
| 306 | */ |
| 307 | void renderReflProbe(const ReflProbeData& probeData, const RendererView& view, |
| 308 | const GBufferTextures& gBufferInput, const SceneInfo& sceneInfo, |
| 309 | const SPtr<GpuParamBlockBuffer>& reflProbeParams); |
| 310 | |
| 311 | private: |
| 312 | SPtr<GpuParamBlockBuffer> mPerLightBuffer; |
| 313 | }; |
| 314 | }} |
| 315 | |