| 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 |  |