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199 lines
9.3 KiB
C++
199 lines
9.3 KiB
C++
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#pragma once
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#include <Atom/RHI/ShaderResourceGroup.h>
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#include <Atom/RHI/DrawListContext.h>
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#include <Atom/RPI.Public/Base.h>
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#include <Atom/RPI.Public/Pass/Pass.h>
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#include <Atom/RPI.Public/Shader/ShaderResourceGroup.h>
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#include <AzCore/Math/Matrix4x4.h>
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#include <AzCore/Memory/SystemAllocator.h>
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#include <AzCore/std/containers/vector.h>
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#include <AzCore/Name/Name.h>
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namespace AZ
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{
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namespace RHI
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{
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class FrameScheduler;
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} // namespace RHI
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namespace RPI
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{
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//! Represents a view into a scene, and is the primary interface for adding DrawPackets to the draw queues.
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//! It encapsulates the world<->view<->clip transforms and the per-view shader constants.
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//! Use View::CreateView() to make new vew Objects to ensure that you have a shared ViewPtr to pass around the code.
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//! There are different ways to setup the worldToView/viewToWorld matrices. Only one set function needs to be called:
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//! SetWorldToViewMatrix()
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//! SetCameraTransform()
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//! To have a fully formed set of view transforms you also need to call SetViewToClipMatrix() to set up the projection.
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class View final
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{
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public:
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AZ_TYPE_INFO(View, "{C3FFC8DE-83C4-4E29-8216-D55BE0ACE3E4}");
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AZ_CLASS_ALLOCATOR(View, AZ::SystemAllocator, 0);
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enum UsageFlags : uint32_t //bitwise operators are defined for this (see below)
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{
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UsageNone = 0u,
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UsageCamera = (1u << 0),
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UsageShadow = (1u << 1),
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UsageReflectiveCubeMap = (1u << 2)
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};
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//! Only use this function to create a new view object. And force using smart pointer to manage view's life time
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static ViewPtr CreateView(const AZ::Name& name, UsageFlags usage);
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~View() = default;
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void SetDrawListMask(const RHI::DrawListMask& drawListMask);
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RHI::DrawListMask GetDrawListMask() const { return m_drawListMask; }
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void Reset();
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RHI::ShaderResourceGroup* GetRHIShaderResourceGroup() const;
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Data::Instance<RPI::ShaderResourceGroup> GetShaderResourceGroup();
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//! Add a draw packet to this view. DrawPackets need to be added every frame. This function is thread safe.
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//! The depth value here is the depth of the object from the perspective of the view.
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void AddDrawPacket(const RHI::DrawPacket* drawPacket, float depth = 0.0f);
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//! Similar to previous AddDrawPacket() but calculates depth from packet position
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void AddDrawPacket(const RHI::DrawPacket* drawPacket, Vector3 worldPosition);
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//! Add a draw item to this view with its associated draw list tag
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void AddDrawItem(RHI::DrawListTag drawListTag, const RHI::DrawItemKeyPair& drawItemKeyPair);
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//! Sets the worldToView matrix and recalculates the other matrices.
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void SetWorldToViewMatrix(const AZ::Matrix4x4& worldToView);
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//! Set the viewtoWorld matrix through camera's world transformation (z-up) and recalculates the other matrices
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void SetCameraTransform(const AZ::Matrix3x4& cameraTransform);
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//! Sets the viewToClip matrix and recalculates the other matrices
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void SetViewToClipMatrix(const AZ::Matrix4x4& viewToClip);
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const AZ::Matrix4x4& GetWorldToViewMatrix() const;
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//! Use GetViewToWorldMatrix().GetTranslation() to get the camera's position.
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const AZ::Matrix4x4& GetViewToWorldMatrix() const;
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const AZ::Matrix4x4& GetViewToClipMatrix() const;
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const AZ::Matrix4x4& GetWorldToClipMatrix() const;
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//! Finalize draw lists in this view. This function should only be called when all
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//! draw packets for current frame are added.
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void FinalizeDrawLists();
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bool HasDrawListTag(RHI::DrawListTag drawListTag);
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RHI::DrawListView GetDrawList(RHI::DrawListTag drawListTag);
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//! Helper function to generate a sort key from a given position in world
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RHI::DrawItemSortKey GetSortKeyForPosition(const Vector3& positionInWorld) const;
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//! Returns the area of the given sphere projected into clip space in terms of percentage coverage of the viewport.
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//! Value returned is 1.0f when an area equal to the viewport height squared is covered. Useful for accurate LOD decisions.
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float CalculateSphereAreaInClipSpace(const AZ::Vector3& sphereWorldPosition, float sphereRadius) const;
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//! Invalidate the view srg to rebuild the srg.
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void InvalidateSrg();
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const AZ::Name& GetName() const { return m_name; }
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const UsageFlags GetUsageFlags() { return m_usageFlags; }
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void SetPassesByDrawList(PassesByDrawList* passes) { m_passesByDrawList = passes; }
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//! Update View's SRG values and compile. This should only be called once per frame before execute command lists.
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void UpdateSrg();
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using MatrixChangedEvent = AZ::Event<const AZ::Matrix4x4&>;
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//! Notifies consumers when the world to view matrix has changed.
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void ConnectWorldToViewMatrixChangedHandler(MatrixChangedEvent::Handler& handler);
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//! Notifies consumers when the world to clip matrix has changed.
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void ConnectWorldToClipMatrixChangedHandler(MatrixChangedEvent::Handler& handler);
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private:
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View() = delete;
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View(const AZ::Name& name, UsageFlags usage);
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//! Sorts the finalized draw lists in this view
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void SortFinalizedDrawLists();
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//! Sorts a drawList using the sort function from a pass with the corresponding drawListTag
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void SortDrawList(RHI::DrawList& drawList, RHI::DrawListTag tag);
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AZ::Name m_name;
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UsageFlags m_usageFlags;
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// Shader resource group used per view
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Data::Instance<RPI::ShaderResourceGroup> m_shaderResourceGroup;
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// Pointer to list of passes relevant to the draw lists (passes will be used for sorting the draw lists)
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PassesByDrawList* m_passesByDrawList = nullptr;
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// Indies of constants in default view srg
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RHI::ShaderInputNameIndex m_viewProjectionMatrixConstantIndex = "m_viewProjectionMatrix";
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RHI::ShaderInputNameIndex m_worldPositionConstantIndex = "m_worldPosition";
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RHI::ShaderInputNameIndex m_viewMatrixConstantIndex = "m_viewMatrix";
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RHI::ShaderInputNameIndex m_viewMatrixInverseConstantIndex = "m_viewMatrixInverse";
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RHI::ShaderInputNameIndex m_projectionMatrixConstantIndex = "m_projectionMatrix";
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RHI::ShaderInputNameIndex m_projectionMatrixInverseConstantIndex = "m_projectionMatrixInverse";
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RHI::ShaderInputNameIndex m_clipToWorldMatrixConstantIndex = "m_viewProjectionInverseMatrix";
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RHI::ShaderInputNameIndex m_worldToClipPrevMatrixConstantIndex = "m_viewProjectionPrevMatrix";
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RHI::ShaderInputNameIndex m_zConstantsConstantIndex = "m_nearZ_farZ_farZTimesNearZ_farZMinusNearZ";
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RHI::ShaderInputNameIndex m_unprojectionConstantsIndex = "m_unprojectionConstants";
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// The context containing draw lists associated with the view.
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RHI::DrawListContext m_drawListContext;
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RHI::DrawListMask m_drawListMask;
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Matrix4x4 m_worldToViewMatrix;
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Matrix4x4 m_viewToWorldMatrix;
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Matrix4x4 m_viewToClipMatrix;
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Matrix4x4 m_clipToViewMatrix;
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Matrix4x4 m_clipToWorldMatrix;
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// View's position in world space
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Vector3 m_position;
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// Precached constants for linearZ process
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Vector4 m_nearZ_farZ_farZTimesNearZ_farZMinusNearZ;
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// Constants used to unproject depth values and reconstruct the view-space position (Z-forward & Y-up)
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Vector4 m_unprojectionConstants;
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// Cached matrix to transform from world space to clip space
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Matrix4x4 m_worldToClipMatrix;
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Matrix4x4 m_worldToClipPrevMatrix;
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// Flags whether view matrices are dirty which requires rebuild srg
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bool m_needBuildSrg = true;
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// Following two bools form a delay circuit to update history of next frame
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// if vp matrix is changed during current frame, this is required because
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// view class doesn't contain subroutines called at the end of each frame
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bool m_worldToClipMatrixChanged = true;
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bool m_worldToClipPrevMatrixNeedsUpdate = false;
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MatrixChangedEvent m_onWorldToClipMatrixChange;
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MatrixChangedEvent m_onWorldToViewMatrixChange;
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};
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AZ_DEFINE_ENUM_BITWISE_OPERATORS(View::UsageFlags);
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} // namespace RPI
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} // namespace AZ
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