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- //
- // Copyright (c) 2008-2017 the Urho3D project.
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to deal
- // in the Software without restriction, including without limitation the rights
- // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- // copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- // THE SOFTWARE.
- //
- #pragma once
- #include "../Container/HashSet.h"
- #include "../Core/Mutex.h"
- #include "../Graphics/Batch.h"
- #include "../Graphics/Drawable.h"
- #include "../Graphics/Viewport.h"
- #include "../Math/Color.h"
- namespace Atomic
- {
- class Geometry;
- class Drawable;
- class Light;
- class Material;
- class Pass;
- class Technique;
- class Octree;
- class Graphics;
- class RenderPath;
- class RenderSurface;
- class ResourceCache;
- class Skeleton;
- class OcclusionBuffer;
- class Technique;
- class Texture;
- class Texture2D;
- class TextureCube;
- class View;
- class Zone;
- struct BatchQueue;
- static const int SHADOW_MIN_PIXELS = 64;
- static const int INSTANCING_BUFFER_DEFAULT_SIZE = 1024;
- /// Light vertex shader variations.
- enum LightVSVariation
- {
- LVS_DIR = 0,
- LVS_SPOT,
- LVS_POINT,
- LVS_SHADOW,
- LVS_SPOTSHADOW,
- LVS_POINTSHADOW,
- LVS_SHADOWNORMALOFFSET,
- LVS_SPOTSHADOWNORMALOFFSET,
- LVS_POINTSHADOWNORMALOFFSET,
- MAX_LIGHT_VS_VARIATIONS
- };
- /// Per-vertex light vertex shader variations.
- enum VertexLightVSVariation
- {
- VLVS_NOLIGHTS = 0,
- VLVS_1LIGHT,
- VLVS_2LIGHTS,
- VLVS_3LIGHTS,
- VLVS_4LIGHTS,
- MAX_VERTEXLIGHT_VS_VARIATIONS
- };
- /// Light pixel shader variations.
- enum LightPSVariation
- {
- LPS_NONE = 0,
- LPS_SPOT,
- LPS_POINT,
- LPS_POINTMASK,
- LPS_SPEC,
- LPS_SPOTSPEC,
- LPS_POINTSPEC,
- LPS_POINTMASKSPEC,
- LPS_SHADOW,
- LPS_SPOTSHADOW,
- LPS_POINTSHADOW,
- LPS_POINTMASKSHADOW,
- LPS_SHADOWSPEC,
- LPS_SPOTSHADOWSPEC,
- LPS_POINTSHADOWSPEC,
- LPS_POINTMASKSHADOWSPEC,
- MAX_LIGHT_PS_VARIATIONS
- };
- /// Deferred light volume vertex shader variations.
- enum DeferredLightVSVariation
- {
- DLVS_NONE = 0,
- DLVS_DIR,
- DLVS_ORTHO,
- DLVS_ORTHODIR,
- MAX_DEFERRED_LIGHT_VS_VARIATIONS
- };
- /// Deferred light volume pixels shader variations.
- enum DeferredLightPSVariation
- {
- DLPS_NONE = 0,
- DLPS_SPOT,
- DLPS_POINT,
- DLPS_POINTMASK,
- DLPS_SPEC,
- DLPS_SPOTSPEC,
- DLPS_POINTSPEC,
- DLPS_POINTMASKSPEC,
- DLPS_SHADOW,
- DLPS_SPOTSHADOW,
- DLPS_POINTSHADOW,
- DLPS_POINTMASKSHADOW,
- DLPS_SHADOWSPEC,
- DLPS_SPOTSHADOWSPEC,
- DLPS_POINTSHADOWSPEC,
- DLPS_POINTMASKSHADOWSPEC,
- DLPS_SHADOWNORMALOFFSET,
- DLPS_SPOTSHADOWNORMALOFFSET,
- DLPS_POINTSHADOWNORMALOFFSET,
- DLPS_POINTMASKSHADOWNORMALOFFSET,
- DLPS_SHADOWSPECNORMALOFFSET,
- DLPS_SPOTSHADOWSPECNORMALOFFSET,
- DLPS_POINTSHADOWSPECNORMALOFFSET,
- DLPS_POINTMASKSHADOWSPECNORMALOFFSET,
- DLPS_ORTHO,
- DLPS_ORTHOSPOT,
- DLPS_ORTHOPOINT,
- DLPS_ORTHOPOINTMASK,
- DLPS_ORTHOSPEC,
- DLPS_ORTHOSPOTSPEC,
- DLPS_ORTHOPOINTSPEC,
- DLPS_ORTHOPOINTMASKSPEC,
- DLPS_ORTHOSHADOW,
- DLPS_ORTHOSPOTSHADOW,
- DLPS_ORTHOPOINTSHADOW,
- DLPS_ORTHOPOINTMASKSHADOW,
- DLPS_ORTHOSHADOWSPEC,
- DLPS_ORTHOSPOTSHADOWSPEC,
- DLPS_ORTHOPOINTSHADOWSPEC,
- DLPS_ORTHOPOINTMASKSHADOWSPEC,
- DLPS_ORTHOSHADOWNORMALOFFSET,
- DLPS_ORTHOSPOTSHADOWNORMALOFFSET,
- DLPS_ORTHOPOINTSHADOWNORMALOFFSET,
- DLPS_ORTHOPOINTMASKSHADOWNORMALOFFSET,
- DLPS_ORTHOSHADOWSPECNORMALOFFSET,
- DLPS_ORTHOSPOTSHADOWSPECNORMALOFFSET,
- DLPS_ORTHOPOINTSHADOWSPECNORMALOFFSET,
- DLPS_ORTHOPOINTMASKSHADOWSPECNORMALOFFSET,
- MAX_DEFERRED_LIGHT_PS_VARIATIONS
- };
- /// High-level rendering subsystem. Manages drawing of 3D views.
- class ATOMIC_API Renderer : public Object
- {
- ATOMIC_OBJECT(Renderer, Object);
- public:
- typedef void(Object::*ShadowMapFilter)(View* view, Texture2D* shadowMap, float blurScale);
- /// Construct.
- Renderer(Context* context);
- /// Destruct.
- virtual ~Renderer();
- /// Set number of backbuffer viewports to render.
- void SetNumViewports(unsigned num);
- /// Set a backbuffer viewport.
- void SetViewport(unsigned index, Viewport* viewport);
- /// Set default renderpath.
- void SetDefaultRenderPath(RenderPath* renderPath);
- /// Set default renderpath from an XML file.
- void SetDefaultRenderPath(XMLFile* file);
- /// Set default non-textured material technique.
- void SetDefaultTechnique(Technique* tech);
- /// Set HDR rendering on/off.
- void SetHDRRendering(bool enable);
- /// Set specular lighting on/off.
- void SetSpecularLighting(bool enable);
- /// Set default texture max anisotropy level.
- void SetTextureAnisotropy(int level);
- /// Set default texture filtering.
- void SetTextureFilterMode(TextureFilterMode mode);
- /// Set texture quality level. See the QUALITY constants in GraphicsDefs.h.
- void SetTextureQuality(int quality);
- /// Set material quality level. See the QUALITY constants in GraphicsDefs.h.
- void SetMaterialQuality(int quality);
- /// Set shadows on/off.
- void SetDrawShadows(bool enable);
- /// Set shadow map resolution.
- void SetShadowMapSize(int size);
- /// Set shadow quality mode. See the SHADOWQUALITY enum in GraphicsDefs.h.
- void SetShadowQuality(ShadowQuality quality);
- /// Set shadow softness, only works when SHADOWQUALITY_BLUR_VSM is used.
- void SetShadowSoftness(float shadowSoftness);
- /// Set shadow parameters when VSM is used, they help to reduce light bleeding. LightBleeding must be in [0, 1[
- void SetVSMShadowParameters(float minVariance, float lightBleedingReduction);
- /// Set VSM shadow map multisampling level. Default 1 (no multisampling.)
- void SetVSMMultiSample(int multiSample);
- /// Set post processing filter to the shadow map
- void SetShadowMapFilter(Object* instance, ShadowMapFilter functionPtr);
- /// Set reuse of shadow maps. Default is true. If disabled, also transparent geometry can be shadowed.
- void SetReuseShadowMaps(bool enable);
- /// Set maximum number of shadow maps created for one resolution. Only has effect if reuse of shadow maps is disabled.
- void SetMaxShadowMaps(int shadowMaps);
- /// Set dynamic instancing on/off. When on (default), drawables using the same static-type geometry and material will be automatically combined to an instanced draw call.
- void SetDynamicInstancing(bool enable);
- /// Set number of extra instancing buffer elements. Default is 0. Extra 4-vectors are available through TEXCOORD7 and further.
- void SetNumExtraInstancingBufferElements(int elements);
- /// Set minimum number of instances required in a batch group to render as instanced.
- void SetMinInstances(int instances);
- /// Set maximum number of sorted instances per batch group. If exceeded, instances are rendered unsorted.
- void SetMaxSortedInstances(int instances);
- /// Set maximum number of occluder triangles.
- void SetMaxOccluderTriangles(int triangles);
- /// Set occluder buffer width.
- void SetOcclusionBufferSize(int size);
- /// Set required screen size (1.0 = full screen) for occluders.
- void SetOccluderSizeThreshold(float screenSize);
- /// Set whether to thread occluder rendering. Default false.
- void SetThreadedOcclusion(bool enable);
- /// Set shadow depth bias multiplier for mobile platforms to counteract possible worse shadow map precision. Default 1.0 (no effect.)
- void SetMobileShadowBiasMul(float mul);
- /// Set shadow depth bias addition for mobile platforms to counteract possible worse shadow map precision. Default 0.0 (no effect.)
- void SetMobileShadowBiasAdd(float add);
- /// Set shadow normal offset multiplier for mobile platforms to counteract possible worse shadow map precision. Default 1.0 (no effect.)
- void SetMobileNormalOffsetMul(float mul);
- /// Force reload of shaders.
- void ReloadShaders();
- /// Apply post processing filter to the shadow map. Called by View.
- void ApplyShadowMapFilter(View* view, Texture2D* shadowMap, float blurScale);
- /// Return number of backbuffer viewports.
- unsigned GetNumViewports() const { return viewports_.Size(); }
- /// Return backbuffer viewport by index.
- Viewport* GetViewport(unsigned index) const;
- /// Return default renderpath.
- RenderPath* GetDefaultRenderPath() const;
- /// Return default non-textured material technique.
- Technique* GetDefaultTechnique() const;
- /// Return whether HDR rendering is enabled.
- bool GetHDRRendering() const { return hdrRendering_; }
- /// Return whether specular lighting is enabled.
- bool GetSpecularLighting() const { return specularLighting_; }
- /// Return whether drawing shadows is enabled.
- bool GetDrawShadows() const { return drawShadows_; }
- /// Return default texture max. anisotropy level.
- int GetTextureAnisotropy() const { return textureAnisotropy_; }
- /// Return default texture filtering mode.
- TextureFilterMode GetTextureFilterMode() const { return textureFilterMode_; }
- /// Return texture quality level.
- int GetTextureQuality() const { return textureQuality_; }
- /// Return material quality level.
- int GetMaterialQuality() const { return materialQuality_; }
- /// Return shadow map resolution.
- int GetShadowMapSize() const { return shadowMapSize_; }
- /// Return shadow quality.
- ShadowQuality GetShadowQuality() const { return shadowQuality_; }
- /// Return shadow softness.
- float GetShadowSoftness() const { return shadowSoftness_; }
- /// Return VSM shadow parameters.
- Vector2 GetVSMShadowParameters() const { return vsmShadowParams_; };
- /// Return VSM shadow multisample level.
- int GetVSMMultiSample() const { return vsmMultiSample_; }
- /// Return whether shadow maps are reused.
- bool GetReuseShadowMaps() const { return reuseShadowMaps_; }
- /// Return maximum number of shadow maps per resolution.
- int GetMaxShadowMaps() const { return maxShadowMaps_; }
- /// Return whether dynamic instancing is in use.
- bool GetDynamicInstancing() const { return dynamicInstancing_; }
- /// Return number of extra instancing buffer elements.
- int GetNumExtraInstancingBufferElements() const { return numExtraInstancingBufferElements_; };
- /// Return minimum number of instances required in a batch group to render as instanced.
- int GetMinInstances() const { return minInstances_; }
- /// Return maximum number of sorted instances per batch group.
- int GetMaxSortedInstances() const { return maxSortedInstances_; }
- /// Return maximum number of occluder triangles.
- int GetMaxOccluderTriangles() const { return maxOccluderTriangles_; }
- /// Return occlusion buffer width.
- int GetOcclusionBufferSize() const { return occlusionBufferSize_; }
- /// Return occluder screen size threshold.
- float GetOccluderSizeThreshold() const { return occluderSizeThreshold_; }
- /// Return whether occlusion rendering is threaded.
- bool GetThreadedOcclusion() const { return threadedOcclusion_; }
- /// Return shadow depth bias multiplier for mobile platforms.
- float GetMobileShadowBiasMul() const { return mobileShadowBiasMul_; }
- /// Return shadow depth bias addition for mobile platforms.
- float GetMobileShadowBiasAdd() const { return mobileShadowBiasAdd_; }
- /// Return shadow normal offset multiplier for mobile platforms.
- float GetMobileNormalOffsetMul() const { return mobileNormalOffsetMul_; }
- /// Return number of views rendered.
- unsigned GetNumViews() const { return views_.Size(); }
- /// Return number of primitives rendered.
- unsigned GetNumPrimitives() const { return numPrimitives_; }
- /// Return number of batches rendered.
- unsigned GetNumBatches() const { return numBatches_; }
- /// Return number of geometries rendered.
- unsigned GetNumGeometries(bool allViews = false) const;
- /// Return number of lights rendered.
- unsigned GetNumLights(bool allViews = false) const;
- /// Return number of shadow maps rendered.
- unsigned GetNumShadowMaps(bool allViews = false) const;
- /// Return number of occluders rendered.
- unsigned GetNumOccluders(bool allViews = false) const;
- /// Return the default zone.
- Zone* GetDefaultZone() const { return defaultZone_; }
- /// Return the default material.
- Material* GetDefaultMaterial() const { return defaultMaterial_; }
- /// Return the default range attenuation texture.
- Texture2D* GetDefaultLightRamp() const { return defaultLightRamp_; }
- /// Return the default spotlight attenuation texture.
- Texture2D* GetDefaultLightSpot() const { return defaultLightSpot_; }
- /// Return the shadowed pointlight face selection cube map.
- TextureCube* GetFaceSelectCubeMap() const { return faceSelectCubeMap_; }
- /// Return the shadowed pointlight indirection cube map.
- TextureCube* GetIndirectionCubeMap() const { return indirectionCubeMap_; }
- /// Return the instancing vertex buffer
- VertexBuffer* GetInstancingBuffer() const { return dynamicInstancing_ ? instancingBuffer_ : (VertexBuffer*)0; }
- /// Return the frame update parameters.
- const FrameInfo& GetFrameInfo() const { return frame_; }
- /// Update for rendering. Called by HandleRenderUpdate().
- void Update(float timeStep);
- /// Render. Called by Engine.
- void Render();
- /// Add debug geometry to the debug renderer.
- void DrawDebugGeometry(bool depthTest);
- /// Queue a render surface's viewports for rendering. Called by the surface, or by View.
- void QueueRenderSurface(RenderSurface* renderTarget);
- /// Queue a viewport for rendering. Null surface means backbuffer.
- void QueueViewport(RenderSurface* renderTarget, Viewport* viewport);
- /// Return volume geometry for a light.
- Geometry* GetLightGeometry(Light* light);
- /// Return quad geometry used in postprocessing.
- Geometry* GetQuadGeometry();
- /// Allocate a shadow map. If shadow map reuse is disabled, a different map is returned each time.
- Texture2D* GetShadowMap(Light* light, Camera* camera, unsigned viewWidth, unsigned viewHeight);
- /// Allocate a rendertarget or depth-stencil texture for deferred rendering or postprocessing. Should only be called during actual rendering, not before.
- Texture* GetScreenBuffer
- (int width, int height, unsigned format, int multiSample, bool autoResolve, bool cubemap, bool filtered, bool srgb, unsigned persistentKey = 0);
- /// Allocate a depth-stencil surface that does not need to be readable. Should only be called during actual rendering, not before.
- RenderSurface* GetDepthStencil(int width, int height, int multiSample, bool autoResolve);
- /// Allocate an occlusion buffer.
- OcclusionBuffer* GetOcclusionBuffer(Camera* camera);
- /// Allocate a temporary shadow camera and a scene node for it. Is thread-safe.
- Camera* GetShadowCamera();
- /// Mark a view as prepared by the specified culling camera.
- void StorePreparedView(View* view, Camera* cullCamera);
- /// Return a prepared view if exists for the specified camera. Used to avoid duplicate view preparation CPU work.
- View* GetPreparedView(Camera* cullCamera);
- /// Choose shaders for a forward rendering batch. The related batch queue is provided in case it has extra shader compilation defines.
- void SetBatchShaders(Batch& batch, Technique* tech, bool allowShadows, const BatchQueue& queue);
- /// Choose shaders for a deferred light volume batch.
- void SetLightVolumeBatchShaders
- (Batch& batch, Camera* camera, const String& vsName, const String& psName, const String& vsDefines, const String& psDefines);
- /// Set cull mode while taking possible projection flipping into account.
- void SetCullMode(CullMode mode, Camera* camera);
- /// Ensure sufficient size of the instancing vertex buffer. Return true if successful.
- bool ResizeInstancingBuffer(unsigned numInstances);
- /// Optimize a light by scissor rectangle.
- void OptimizeLightByScissor(Light* light, Camera* camera);
- /// Optimize a light by marking it to the stencil buffer and setting a stencil test.
- void OptimizeLightByStencil(Light* light, Camera* camera);
- /// Return a scissor rectangle for a light.
- const Rect& GetLightScissor(Light* light, Camera* camera);
- /// Return a view or its source view if it uses one. Used internally for render statistics.
- static View* GetActualView(View* view);
- // ATOMIC BEGIN (public)
- /// Reload textures.
- void ReloadTextures();
- // ATOMIC END
- private:
- /// Initialize when screen mode initially set.
- void Initialize();
- /// Reload shaders.
- void LoadShaders();
- /// Reload shaders for a material pass. The related batch queue is provided in case it has extra shader compilation defines.
- void LoadPassShaders(Pass* pass, Vector<SharedPtr<ShaderVariation> >& vertexShaders, Vector<SharedPtr<ShaderVariation> >& pixelShaders, const BatchQueue& queue);
- /// Release shaders used in materials.
- void ReleaseMaterialShaders();
- /// Create light volume geometries.
- void CreateGeometries();
- /// Create instancing vertex buffer.
- void CreateInstancingBuffer();
- /// Create point light shadow indirection texture data.
- void SetIndirectionTextureData();
- /// Update a queued viewport for rendering.
- void UpdateQueuedViewport(unsigned index);
- /// Prepare for rendering of a new view.
- void PrepareViewRender();
- /// Remove unused occlusion and screen buffers.
- void RemoveUnusedBuffers();
- /// Reset shadow map allocation counts.
- void ResetShadowMapAllocations();
- /// Reset screem buffer allocation counts.
- void ResetScreenBufferAllocations();
- /// Remove all shadow maps. Called when global shadow map resolution or format is changed.
- void ResetShadowMaps();
- /// Remove all occlusion and screen buffers.
- void ResetBuffers();
- /// Find variations for shadow shaders
- String GetShadowVariations() const;
- /// Handle screen mode event.
- void HandleScreenMode(StringHash eventType, VariantMap& eventData);
- /// Handle render update event.
- void HandleRenderUpdate(StringHash eventType, VariantMap& eventData);
- /// Blur the shadow map.
- void BlurShadowMap(View* view, Texture2D* shadowMap, float blurScale);
- /// Graphics subsystem.
- WeakPtr<Graphics> graphics_;
- /// Default renderpath.
- SharedPtr<RenderPath> defaultRenderPath_;
- /// Default non-textured material technique.
- SharedPtr<Technique> defaultTechnique_;
- /// Default zone.
- SharedPtr<Zone> defaultZone_;
- /// Directional light quad geometry.
- SharedPtr<Geometry> dirLightGeometry_;
- /// Spot light volume geometry.
- SharedPtr<Geometry> spotLightGeometry_;
- /// Point light volume geometry.
- SharedPtr<Geometry> pointLightGeometry_;
- /// Instance stream vertex buffer.
- SharedPtr<VertexBuffer> instancingBuffer_;
- /// Default material.
- SharedPtr<Material> defaultMaterial_;
- /// Default range attenuation texture.
- SharedPtr<Texture2D> defaultLightRamp_;
- /// Default spotlight attenuation texture.
- SharedPtr<Texture2D> defaultLightSpot_;
- /// Face selection cube map for shadowed pointlights.
- SharedPtr<TextureCube> faceSelectCubeMap_;
- /// Indirection cube map for shadowed pointlights.
- SharedPtr<TextureCube> indirectionCubeMap_;
- /// Reusable scene nodes with shadow camera components.
- Vector<SharedPtr<Node> > shadowCameraNodes_;
- /// Reusable occlusion buffers.
- Vector<SharedPtr<OcclusionBuffer> > occlusionBuffers_;
- /// Shadow maps by resolution.
- HashMap<int, Vector<SharedPtr<Texture2D> > > shadowMaps_;
- /// Shadow map dummy color buffers by resolution.
- HashMap<int, SharedPtr<Texture2D> > colorShadowMaps_;
- /// Shadow map allocations by resolution.
- HashMap<int, PODVector<Light*> > shadowMapAllocations_;
- /// Instance of shadow map filter
- Object* shadowMapFilterInstance_;
- /// Function pointer of shadow map filter
- ShadowMapFilter shadowMapFilter_;
- /// Screen buffers by resolution and format.
- HashMap<long long, Vector<SharedPtr<Texture> > > screenBuffers_;
- /// Current screen buffer allocations by resolution and format.
- HashMap<long long, unsigned> screenBufferAllocations_;
- /// Saved status of screen buffer allocations for restoring.
- HashMap<long long, unsigned> savedScreenBufferAllocations_;
- /// Cache for light scissor queries.
- HashMap<Pair<Light*, Camera*>, Rect> lightScissorCache_;
- /// Backbuffer viewports.
- Vector<SharedPtr<Viewport> > viewports_;
- /// Render surface viewports queued for update.
- Vector<Pair<WeakPtr<RenderSurface>, WeakPtr<Viewport> > > queuedViewports_;
- /// Views that have been processed this frame.
- Vector<WeakPtr<View> > views_;
- /// Prepared views by culling camera.
- HashMap<Camera*, WeakPtr<View> > preparedViews_;
- /// Octrees that have been updated during the frame.
- HashSet<Octree*> updatedOctrees_;
- /// Techniques for which missing shader error has been displayed.
- HashSet<Technique*> shaderErrorDisplayed_;
- /// Mutex for shadow camera allocation.
- Mutex rendererMutex_;
- /// Current variation names for deferred light volume shaders.
- Vector<String> deferredLightPSVariations_;
- /// Frame info for rendering.
- FrameInfo frame_;
- /// Texture anisotropy level.
- int textureAnisotropy_;
- /// Texture filtering mode.
- TextureFilterMode textureFilterMode_;
- /// Texture quality level.
- int textureQuality_;
- /// Material quality level.
- int materialQuality_;
- /// Shadow map resolution.
- int shadowMapSize_;
- /// Shadow quality.
- ShadowQuality shadowQuality_;
- /// Shadow softness, only works when SHADOWQUALITY_BLUR_VSM is used.
- float shadowSoftness_;
- /// Shadow parameters when VSM is used, they help to reduce light bleeding.
- Vector2 vsmShadowParams_;
- /// Multisample level for VSM shadows.
- int vsmMultiSample_;
- /// Maximum number of shadow maps per resolution.
- int maxShadowMaps_;
- /// Minimum number of instances required in a batch group to render as instanced.
- int minInstances_;
- /// Maximum sorted instances per batch group.
- int maxSortedInstances_;
- /// Maximum occluder triangles.
- int maxOccluderTriangles_;
- /// Occlusion buffer width.
- int occlusionBufferSize_;
- /// Occluder screen size threshold.
- float occluderSizeThreshold_;
- /// Mobile platform shadow depth bias multiplier.
- float mobileShadowBiasMul_;
- /// Mobile platform shadow depth bias addition.
- float mobileShadowBiasAdd_;
- /// Mobile platform shadow normal offset multiplier.
- float mobileNormalOffsetMul_;
- /// Number of occlusion buffers in use.
- unsigned numOcclusionBuffers_;
- /// Number of temporary shadow cameras in use.
- unsigned numShadowCameras_;
- /// Number of primitives (3D geometry only.)
- unsigned numPrimitives_;
- /// Number of batches (3D geometry only.)
- unsigned numBatches_;
- /// Frame number on which shaders last changed.
- unsigned shadersChangedFrameNumber_;
- /// Current stencil value for light optimization.
- unsigned char lightStencilValue_;
- /// HDR rendering flag.
- bool hdrRendering_;
- /// Specular lighting flag.
- bool specularLighting_;
- /// Draw shadows flag.
- bool drawShadows_;
- /// Shadow map reuse flag.
- bool reuseShadowMaps_;
- /// Dynamic instancing flag.
- bool dynamicInstancing_;
- /// Number of extra instancing data elements.
- int numExtraInstancingBufferElements_;
- /// Threaded occlusion rendering flag.
- bool threadedOcclusion_;
- /// Shaders need reloading flag.
- bool shadersDirty_;
- /// Initialized flag.
- bool initialized_;
- /// Flag for views needing reset.
- bool resetViews_;
- };
- }
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