| 1 | //************************************ bs::framework - Copyright 2018 Marko Pintera **************************************// | 
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| 2 | //*********** Licensed under the MIT license. See LICENSE.md for full terms. This notice is not to be removed. ***********// | 
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| 3 | #pragma once | 
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| 4 |  | 
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| 5 | #include "BsRenderBeastPrerequisites.h" | 
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| 6 | #include "Renderer/BsRendererMaterial.h" | 
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| 7 | #include "Renderer/BsParamBlocks.h" | 
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| 8 | #include "RenderAPI/BsGpuPipelineParamInfo.h" | 
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| 9 | #include "BsRendererLight.h" | 
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| 10 | #include "BsRendererReflectionProbe.h" | 
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| 11 |  | 
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| 12 | namespace bs { namespace ct | 
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| 13 | { | 
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| 14 | struct SkyInfo; | 
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| 15 | struct SceneInfo; | 
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| 16 | class RendererViewGroup; | 
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| 17 |  | 
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| 18 | /** @addtogroup RenderBeast | 
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| 19 | *  @{ | 
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| 20 | */ | 
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| 21 |  | 
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| 22 | BS_PARAM_BLOCK_BEGIN(TiledLightingParamDef) | 
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| 23 | BS_PARAM_BLOCK_ENTRY(Vector4I, gLightCounts) | 
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| 24 | BS_PARAM_BLOCK_ENTRY(Vector2I, gLightStrides) | 
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| 25 | BS_PARAM_BLOCK_ENTRY(Vector2I, gFramebufferSize) | 
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| 26 | BS_PARAM_BLOCK_END | 
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| 27 |  | 
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| 28 | extern TiledLightingParamDef gTiledLightingParamDef; | 
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| 29 |  | 
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| 30 | /** Shader that performs a lighting pass over data stored in the Gbuffer. */ | 
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| 31 | class TiledDeferredLightingMat : public RendererMaterial<TiledDeferredLightingMat> | 
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| 32 | { | 
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| 33 | RMAT_DEF_CUSTOMIZED( "TiledDeferredLighting.bsl"); | 
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| 34 |  | 
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| 35 | /** Helper method used for initializing variations of this material. */ | 
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| 36 | template<UINT32 msaa> | 
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| 37 | static const ShaderVariation& getVariation() | 
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| 38 | { | 
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| 39 | static ShaderVariation variation = ShaderVariation( | 
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| 40 | { | 
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| 41 | ShaderVariation::Param( "MSAA_COUNT", msaa) | 
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| 42 | }); | 
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| 43 |  | 
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| 44 | return variation; | 
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| 45 | } | 
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| 46 | public: | 
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| 47 | TiledDeferredLightingMat(); | 
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| 48 |  | 
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| 49 | /** Binds the material for rendering, sets up parameters and executes it. */ | 
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| 50 | void execute(const RendererView& view, const VisibleLightData& lightData, const GBufferTextures& gbuffer, | 
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| 51 | const SPtr<Texture>& inputTexture, const SPtr<Texture>& lightAccumTex, const SPtr<Texture>& lightAccumTexArray, | 
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| 52 | const SPtr<Texture>& msaaCoverage); | 
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| 53 |  | 
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| 54 | /** Returns the material variation matching the provided parameters. */ | 
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| 55 | static TiledDeferredLightingMat* getVariation(UINT32 msaaCount); | 
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| 56 |  | 
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| 57 | private: | 
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| 58 | UINT32 mSampleCount; | 
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| 59 | GBufferParams mGBufferParams; | 
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| 60 |  | 
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| 61 | GpuParamBuffer mLightBufferParam; | 
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| 62 | GpuParamLoadStoreTexture mOutputTextureParam; | 
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| 63 |  | 
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| 64 | GpuParamTexture mInColorTextureParam; | 
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| 65 | GpuParamTexture mMSAACoverageTexParam; | 
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| 66 |  | 
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| 67 | SPtr<GpuParamBlockBuffer> mParamBuffer; | 
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| 68 |  | 
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| 69 | static const UINT32 TILE_SIZE; | 
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| 70 | }; | 
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| 71 |  | 
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| 72 | /** | 
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| 73 | * Moves data from a texture array into a MSAA texture. Primarily useful when needing to do unordered writes to a | 
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| 74 | * MSAA texture which isn't directly supported on some backends, so writes are done to a texture array instead. The | 
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| 75 | * array is expected to have the same number of layers as the number of samples in the MSAA texture, each layer | 
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| 76 | * containing a sample for that specific pixel. | 
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| 77 | */ | 
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| 78 | class TextureArrayToMSAATexture : public RendererMaterial<TextureArrayToMSAATexture> | 
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| 79 | { | 
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| 80 | RMAT_DEF( "TextureArrayToMSAATexture.bsl"); | 
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| 81 |  | 
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| 82 | public: | 
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| 83 | TextureArrayToMSAATexture(); | 
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| 84 |  | 
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| 85 | /** Binds the material for rendering, sets up parameters and executes it. */ | 
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| 86 | void execute(const SPtr<Texture>& inputArray, const SPtr<Texture>& target); | 
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| 87 |  | 
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| 88 | private: | 
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| 89 | GpuParamTexture mInputParam; | 
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| 90 | }; | 
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| 91 |  | 
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| 92 | BS_PARAM_BLOCK_BEGIN(ClearLoadStoreParamDef) | 
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| 93 | BS_PARAM_BLOCK_ENTRY(Vector2I, gSize) | 
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| 94 | BS_PARAM_BLOCK_ENTRY(Vector4, gFloatClearVal) | 
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| 95 | BS_PARAM_BLOCK_ENTRY(Vector4I, gIntClearVal) | 
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| 96 | BS_PARAM_BLOCK_END | 
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| 97 |  | 
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| 98 | extern ClearLoadStoreParamDef gClearLoadStoreParamDef; | 
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| 99 |  | 
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| 100 | /** Possible object types used as clear destinations by ClearLoadStoreMat. */ | 
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| 101 | enum class ClearLoadStoreType { Texture, TextureArray, Buffer, StructuredBuffer }; | 
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| 102 |  | 
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| 103 | /** Possible data types used in destination objects in ClearLoadStoreMat. */ | 
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| 104 | enum class ClearLoadStoreDataType { Float, Int }; | 
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| 105 |  | 
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| 106 | /** Clears the provided texture to zero, using a compute shader. */ | 
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| 107 | class ClearLoadStoreMat : public RendererMaterial<ClearLoadStoreMat> | 
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| 108 | { | 
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| 109 | RMAT_DEF_CUSTOMIZED( "ClearLoadStore.bsl"); | 
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| 110 |  | 
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| 111 | public: | 
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| 112 | ClearLoadStoreMat(); | 
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| 113 |  | 
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| 114 | /** | 
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| 115 | * Binds the material for rendering, sets up parameters and executes it. Only works on variations of | 
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| 116 | * this material intended for textures and texture arrays. | 
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| 117 | */ | 
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| 118 | void execute(const SPtr<Texture>& target, const Color& clearValue = Color::ZERO, | 
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| 119 | const TextureSurface& surface = TextureSurface::COMPLETE); | 
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| 120 |  | 
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| 121 | /** | 
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| 122 | * Binds the material for rendering, sets up parameters and executes it. Only works on variations of | 
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| 123 | * this material intended for buffers. | 
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| 124 | */ | 
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| 125 | void execute(const SPtr<GpuBuffer>& target, const Color& clearValue = Color::ZERO); | 
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| 126 |  | 
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| 127 | /** | 
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| 128 | * Returns the material variation matching the provided parameters. | 
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| 129 | * | 
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| 130 | * @param[in]		objType			Type of object used for clear source. | 
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| 131 | * @param[in]		dataType		Base data type stored in the clear source object. | 
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| 132 | * @param[in]		numComponents	Number of components in the source objects's data type (e.g. float2, float4). | 
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| 133 | * 									In range [1, 4]. | 
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| 134 | * @return							Material variation matching the provided values. | 
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| 135 | */ | 
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| 136 | static ClearLoadStoreMat* getVariation(ClearLoadStoreType objType, ClearLoadStoreDataType dataType, | 
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| 137 | UINT32 numComponents); | 
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| 138 | private: | 
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| 139 | /** TILE_SIZE * TILE_SIZE is the number of pixels to process per thread. */ | 
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| 140 | static constexpr UINT32 TILE_SIZE = 4; | 
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| 141 |  | 
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| 142 | /** Number of threads to launch per work group. */ | 
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| 143 | static constexpr UINT32 NUM_THREADS = 128; | 
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| 144 |  | 
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| 145 | GpuParamLoadStoreTexture mOutputTextureParam; | 
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| 146 | GpuParamBuffer mOutputBufferParam; | 
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| 147 | SPtr<GpuParamBlockBuffer> mParamBuffer; | 
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| 148 | }; | 
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| 149 |  | 
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| 150 | BS_PARAM_BLOCK_BEGIN(TiledImageBasedLightingParamDef) | 
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| 151 | BS_PARAM_BLOCK_ENTRY(Vector2I, gFramebufferSize) | 
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| 152 | BS_PARAM_BLOCK_END | 
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| 153 |  | 
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| 154 | extern TiledImageBasedLightingParamDef gTiledImageBasedLightingParamDef; | 
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| 155 |  | 
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| 156 | /** Shader that performs a lighting pass over data stored in the Gbuffer. */ | 
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| 157 | class TiledDeferredImageBasedLightingMat : public RendererMaterial<TiledDeferredImageBasedLightingMat> | 
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| 158 | { | 
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| 159 | RMAT_DEF_CUSTOMIZED( "TiledDeferredImageBasedLighting.bsl"); | 
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| 160 |  | 
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| 161 | /** Helper method used for initializing variations of this material. */ | 
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| 162 | template<UINT32 msaa> | 
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| 163 | static const ShaderVariation& getVariation() | 
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| 164 | { | 
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| 165 | static ShaderVariation variation = ShaderVariation( | 
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| 166 | { | 
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| 167 | ShaderVariation::Param( "MSAA_COUNT", msaa) | 
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| 168 | }); | 
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| 169 |  | 
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| 170 | return variation; | 
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| 171 | } | 
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| 172 | public: | 
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| 173 | /** Container for parameters to be passed to the execute() method. */ | 
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| 174 | struct Inputs | 
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| 175 | { | 
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| 176 | GBufferTextures gbuffer; | 
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| 177 | SPtr<Texture> lightAccumulation; | 
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| 178 | SPtr<Texture> sceneColorTex; | 
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| 179 | SPtr<Texture> sceneColorTexArray; | 
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| 180 | SPtr<Texture> preIntegratedGF; | 
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| 181 | SPtr<Texture> ambientOcclusion; | 
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| 182 | SPtr<Texture> ssr; | 
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| 183 | SPtr<Texture> msaaCoverage; | 
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| 184 | }; | 
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| 185 |  | 
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| 186 | TiledDeferredImageBasedLightingMat(); | 
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| 187 |  | 
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| 188 | /** Binds the material for rendering, sets up parameters and executes it. */ | 
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| 189 | void execute(const RendererView& view, const SceneInfo& sceneInfo, const VisibleReflProbeData& probeData, | 
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| 190 | const Inputs& inputs); | 
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| 191 |  | 
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| 192 | /** Returns the material variation matching the provided parameters. */ | 
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| 193 | static TiledDeferredImageBasedLightingMat* getVariation(UINT32 msaaCount); | 
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| 194 |  | 
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| 195 | private: | 
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| 196 | UINT32 mSampleCount; | 
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| 197 |  | 
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| 198 | GpuParamTexture mGBufferA; | 
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| 199 | GpuParamTexture mGBufferB; | 
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| 200 | GpuParamTexture mGBufferC; | 
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| 201 | GpuParamTexture mGBufferDepth; | 
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| 202 |  | 
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| 203 | GpuParamTexture mInColorTextureParam; | 
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| 204 | GpuParamTexture mMSAACoverageTexParam; | 
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| 205 |  | 
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| 206 | ImageBasedLightingParams mImageBasedParams; | 
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| 207 |  | 
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| 208 | GpuParamLoadStoreTexture mOutputTextureParam; | 
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| 209 |  | 
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| 210 | SPtr<GpuParamBlockBuffer> mParamBuffer; | 
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| 211 | ReflProbeParamBuffer mReflProbeParamBuffer; | 
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| 212 |  | 
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| 213 | static const UINT32 TILE_SIZE; | 
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| 214 | }; | 
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| 215 |  | 
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| 216 | /** @} */ | 
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| 217 | }} | 
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| 218 |  | 
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