View.cpp 119 KB

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  1. //
  2. // Copyright (c) 2008-2015 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include "../Graphics/Camera.h"
  23. #include "../Graphics/DebugRenderer.h"
  24. #include "../IO/FileSystem.h"
  25. #include "../Graphics/Geometry.h"
  26. #include "../Graphics/Graphics.h"
  27. #include "../Graphics/GraphicsEvents.h"
  28. #include "../Graphics/GraphicsImpl.h"
  29. #include "../IO/Log.h"
  30. #include "../Graphics/Material.h"
  31. #include "../Graphics/OcclusionBuffer.h"
  32. #include "../Graphics/Octree.h"
  33. #include "../Graphics/Renderer.h"
  34. #include "../Graphics/RenderPath.h"
  35. #include "../Resource/ResourceCache.h"
  36. #include "../Core/Profiler.h"
  37. #include "../Scene/Scene.h"
  38. #include "../Graphics/ShaderVariation.h"
  39. #ifdef ATOMIC_3D
  40. #include "../Atomic3D/Skybox.h"
  41. #endif
  42. #include "../Graphics/Technique.h"
  43. #include "../Graphics/Texture2D.h"
  44. #include "../Graphics/Texture3D.h"
  45. #include "../Graphics/TextureCube.h"
  46. #include "../Graphics/VertexBuffer.h"
  47. #include "../Graphics/View.h"
  48. #include "../Core/WorkQueue.h"
  49. #include "../DebugNew.h"
  50. #include "../UI/UI.h"
  51. namespace Atomic
  52. {
  53. static const Vector3* directions[] =
  54. {
  55. &Vector3::RIGHT,
  56. &Vector3::LEFT,
  57. &Vector3::UP,
  58. &Vector3::DOWN,
  59. &Vector3::FORWARD,
  60. &Vector3::BACK
  61. };
  62. /// %Frustum octree query for shadowcasters.
  63. class ShadowCasterOctreeQuery : public FrustumOctreeQuery
  64. {
  65. public:
  66. /// Construct with frustum and query parameters.
  67. ShadowCasterOctreeQuery(PODVector<Drawable*>& result, const Frustum& frustum, unsigned char drawableFlags = DRAWABLE_ANY,
  68. unsigned viewMask = DEFAULT_VIEWMASK) :
  69. FrustumOctreeQuery(result, frustum, drawableFlags, viewMask)
  70. {
  71. }
  72. /// Intersection test for drawables.
  73. virtual void TestDrawables(Drawable** start, Drawable** end, bool inside)
  74. {
  75. while (start != end)
  76. {
  77. Drawable* drawable = *start++;
  78. if (drawable->GetCastShadows() && (drawable->GetDrawableFlags() & drawableFlags_) &&
  79. (drawable->GetViewMask() & viewMask_))
  80. {
  81. if (inside || frustum_.IsInsideFast(drawable->GetWorldBoundingBox()))
  82. result_.Push(drawable);
  83. }
  84. }
  85. }
  86. };
  87. /// %Frustum octree query for zones and occluders.
  88. class ZoneOccluderOctreeQuery : public FrustumOctreeQuery
  89. {
  90. public:
  91. /// Construct with frustum and query parameters.
  92. ZoneOccluderOctreeQuery(PODVector<Drawable*>& result, const Frustum& frustum, unsigned char drawableFlags = DRAWABLE_ANY,
  93. unsigned viewMask = DEFAULT_VIEWMASK) :
  94. FrustumOctreeQuery(result, frustum, drawableFlags, viewMask)
  95. {
  96. }
  97. /// Intersection test for drawables.
  98. virtual void TestDrawables(Drawable** start, Drawable** end, bool inside)
  99. {
  100. while (start != end)
  101. {
  102. Drawable* drawable = *start++;
  103. unsigned char flags = drawable->GetDrawableFlags();
  104. if ((flags == DRAWABLE_ZONE || (flags == DRAWABLE_GEOMETRY &&
  105. drawable->IsOccluder())) && (drawable->GetViewMask() & viewMask_))
  106. {
  107. if (inside || frustum_.IsInsideFast(drawable->GetWorldBoundingBox()))
  108. result_.Push(drawable);
  109. }
  110. }
  111. }
  112. };
  113. /// %Frustum octree query with occlusion.
  114. class OccludedFrustumOctreeQuery : public FrustumOctreeQuery
  115. {
  116. public:
  117. /// Construct with frustum, occlusion buffer and query parameters.
  118. OccludedFrustumOctreeQuery(PODVector<Drawable*>& result, const Frustum& frustum, OcclusionBuffer* buffer, unsigned char
  119. drawableFlags = DRAWABLE_ANY, unsigned viewMask = DEFAULT_VIEWMASK) :
  120. FrustumOctreeQuery(result, frustum, drawableFlags, viewMask),
  121. buffer_(buffer)
  122. {
  123. }
  124. /// Intersection test for an octant.
  125. virtual Intersection TestOctant(const BoundingBox& box, bool inside)
  126. {
  127. if (inside)
  128. return buffer_->IsVisible(box) ? INSIDE : OUTSIDE;
  129. else
  130. {
  131. Intersection result = frustum_.IsInside(box);
  132. if (result != OUTSIDE && !buffer_->IsVisible(box))
  133. result = OUTSIDE;
  134. return result;
  135. }
  136. }
  137. /// Intersection test for drawables. Note: drawable occlusion is performed later in worker threads.
  138. virtual void TestDrawables(Drawable** start, Drawable** end, bool inside)
  139. {
  140. while (start != end)
  141. {
  142. Drawable* drawable = *start++;
  143. if ((drawable->GetDrawableFlags() & drawableFlags_) && (drawable->GetViewMask() & viewMask_))
  144. {
  145. if (inside || frustum_.IsInsideFast(drawable->GetWorldBoundingBox()))
  146. result_.Push(drawable);
  147. }
  148. }
  149. }
  150. /// Occlusion buffer.
  151. OcclusionBuffer* buffer_;
  152. };
  153. void CheckVisibilityWork(const WorkItem* item, unsigned threadIndex)
  154. {
  155. View* view = reinterpret_cast<View*>(item->aux_);
  156. Drawable** start = reinterpret_cast<Drawable**>(item->start_);
  157. Drawable** end = reinterpret_cast<Drawable**>(item->end_);
  158. OcclusionBuffer* buffer = view->occlusionBuffer_;
  159. const Matrix3x4& viewMatrix = view->camera_->GetView();
  160. Vector3 viewZ = Vector3(viewMatrix.m20_, viewMatrix.m21_, viewMatrix.m22_);
  161. Vector3 absViewZ = viewZ.Abs();
  162. unsigned cameraViewMask = view->camera_->GetViewMask();
  163. bool cameraZoneOverride = view->cameraZoneOverride_;
  164. PerThreadSceneResult& result = view->sceneResults_[threadIndex];
  165. while (start != end)
  166. {
  167. Drawable* drawable = *start++;
  168. if (!buffer || !drawable->IsOccludee() || buffer->IsVisible(drawable->GetWorldBoundingBox()))
  169. {
  170. drawable->UpdateBatches(view->frame_);
  171. // If draw distance non-zero, update and check it
  172. float maxDistance = drawable->GetDrawDistance();
  173. if (maxDistance > 0.0f)
  174. {
  175. if (drawable->GetDistance() > maxDistance)
  176. continue;
  177. }
  178. drawable->MarkInView(view->frame_);
  179. // For geometries, find zone, clear lights and calculate view space Z range
  180. if (drawable->GetDrawableFlags() & DRAWABLE_GEOMETRY)
  181. {
  182. Zone* drawableZone = drawable->GetZone();
  183. if (!cameraZoneOverride && (drawable->IsZoneDirty() || !drawableZone || (drawableZone->GetViewMask() &
  184. cameraViewMask) == 0))
  185. view->FindZone(drawable);
  186. const BoundingBox& geomBox = drawable->GetWorldBoundingBox();
  187. Vector3 center = geomBox.Center();
  188. Vector3 edge = geomBox.Size() * 0.5f;
  189. // Do not add "infinite" objects like skybox to prevent shadow map focusing behaving erroneously
  190. if (edge.LengthSquared() < M_LARGE_VALUE * M_LARGE_VALUE)
  191. {
  192. float viewCenterZ = viewZ.DotProduct(center) + viewMatrix.m23_;
  193. float viewEdgeZ = absViewZ.DotProduct(edge);
  194. float minZ = viewCenterZ - viewEdgeZ;
  195. float maxZ = viewCenterZ + viewEdgeZ;
  196. drawable->SetMinMaxZ(viewCenterZ - viewEdgeZ, viewCenterZ + viewEdgeZ);
  197. result.minZ_ = Min(result.minZ_, minZ);
  198. result.maxZ_ = Max(result.maxZ_, maxZ);
  199. }
  200. else
  201. drawable->SetMinMaxZ(M_LARGE_VALUE, M_LARGE_VALUE);
  202. result.geometries_.Push(drawable);
  203. }
  204. else if (drawable->GetDrawableFlags() & DRAWABLE_LIGHT)
  205. {
  206. Light* light = static_cast<Light*>(drawable);
  207. // Skip lights with zero brightness or black color
  208. if (!light->GetEffectiveColor().Equals(Color::BLACK))
  209. result.lights_.Push(light);
  210. }
  211. }
  212. }
  213. }
  214. void ProcessLightWork(const WorkItem* item, unsigned threadIndex)
  215. {
  216. View* view = reinterpret_cast<View*>(item->aux_);
  217. LightQueryResult* query = reinterpret_cast<LightQueryResult*>(item->start_);
  218. view->ProcessLight(*query, threadIndex);
  219. }
  220. void UpdateDrawableGeometriesWork(const WorkItem* item, unsigned threadIndex)
  221. {
  222. const FrameInfo& frame = *(reinterpret_cast<FrameInfo*>(item->aux_));
  223. Drawable** start = reinterpret_cast<Drawable**>(item->start_);
  224. Drawable** end = reinterpret_cast<Drawable**>(item->end_);
  225. while (start != end)
  226. {
  227. Drawable* drawable = *start++;
  228. // We may leave null pointer holes in the queue if a drawable is found out to require a main thread update
  229. if (drawable)
  230. drawable->UpdateGeometry(frame);
  231. }
  232. }
  233. void SortBatchQueueFrontToBackWork(const WorkItem* item, unsigned threadIndex)
  234. {
  235. BatchQueue* queue = reinterpret_cast<BatchQueue*>(item->start_);
  236. queue->SortFrontToBack();
  237. }
  238. void SortBatchQueueBackToFrontWork(const WorkItem* item, unsigned threadIndex)
  239. {
  240. BatchQueue* queue = reinterpret_cast<BatchQueue*>(item->start_);
  241. queue->SortBackToFront();
  242. }
  243. void SortLightQueueWork(const WorkItem* item, unsigned threadIndex)
  244. {
  245. LightBatchQueue* start = reinterpret_cast<LightBatchQueue*>(item->start_);
  246. start->litBaseBatches_.SortFrontToBack();
  247. start->litBatches_.SortFrontToBack();
  248. }
  249. void SortShadowQueueWork(const WorkItem* item, unsigned threadIndex)
  250. {
  251. LightBatchQueue* start = reinterpret_cast<LightBatchQueue*>(item->start_);
  252. for (unsigned i = 0; i < start->shadowSplits_.Size(); ++i)
  253. start->shadowSplits_[i].shadowBatches_.SortFrontToBack();
  254. }
  255. View::View(Context* context) :
  256. Object(context),
  257. graphics_(GetSubsystem<Graphics>()),
  258. renderer_(GetSubsystem<Renderer>()),
  259. scene_(0),
  260. octree_(0),
  261. camera_(0),
  262. cameraZone_(0),
  263. farClipZone_(0),
  264. renderTarget_(0),
  265. substituteRenderTarget_(0)
  266. {
  267. // Create octree query and scene results vector for each thread
  268. unsigned numThreads = GetSubsystem<WorkQueue>()->GetNumThreads() + 1; // Worker threads + main thread
  269. tempDrawables_.Resize(numThreads);
  270. sceneResults_.Resize(numThreads);
  271. frame_.camera_ = 0;
  272. }
  273. View::~View()
  274. {
  275. }
  276. bool View::Define(RenderSurface* renderTarget, Viewport* viewport)
  277. {
  278. renderPath_ = viewport->GetRenderPath();
  279. if (!renderPath_)
  280. return false;
  281. // Set default passes
  282. gBufferPassIndex_ = M_MAX_UNSIGNED;
  283. basePassIndex_ = Technique::GetPassIndex("base");
  284. alphaPassIndex_ = Technique::GetPassIndex("alpha");
  285. lightPassIndex_ = Technique::GetPassIndex("light");
  286. litBasePassIndex_ = Technique::GetPassIndex("litbase");
  287. litAlphaPassIndex_ = Technique::GetPassIndex("litalpha");
  288. drawDebug_ = viewport->GetDrawDebug();
  289. hasScenePasses_ = false;
  290. lightVolumeCommand_ = 0;
  291. // Make sure that all necessary batch queues exist
  292. scenePasses_.Clear();
  293. noStencil_ = false;
  294. #ifdef ATOMIC_OPENGL
  295. #ifdef GL_ES_VERSION_2_0
  296. // On OpenGL ES we assume a stencil is not available or would not give a good performance, and disable light stencil
  297. // optimizations in any case
  298. noStencil_ = true;
  299. #else
  300. for (unsigned i = 0; i < renderPath_->commands_.Size(); ++i)
  301. {
  302. const RenderPathCommand& command = renderPath_->commands_[i];
  303. if (!command.enabled_)
  304. continue;
  305. if (command.depthStencilName_.Length())
  306. {
  307. // Using a readable depth texture will disable light stencil optimizations on OpenGL, as for compatibility reasons
  308. // we are using a depth format without stencil channel
  309. noStencil_ = true;
  310. break;
  311. }
  312. }
  313. #endif
  314. #endif
  315. for (unsigned i = 0; i < renderPath_->commands_.Size(); ++i)
  316. {
  317. RenderPathCommand& command = renderPath_->commands_[i];
  318. if (!command.enabled_)
  319. continue;
  320. if (command.type_ == CMD_SCENEPASS)
  321. {
  322. hasScenePasses_ = true;
  323. ScenePassInfo info;
  324. info.passIndex_ = command.passIndex_ = Technique::GetPassIndex(command.pass_);
  325. info.allowInstancing_ = command.sortMode_ != SORT_BACKTOFRONT;
  326. info.markToStencil_ = !noStencil_ && command.markToStencil_;
  327. info.vertexLights_ = command.vertexLights_;
  328. // Check scenepass metadata for defining custom passes which interact with lighting
  329. if (!command.metadata_.Empty())
  330. {
  331. if (command.metadata_ == "gbuffer")
  332. gBufferPassIndex_ = command.passIndex_;
  333. else if (command.metadata_ == "base" && command.pass_ != "base")
  334. {
  335. basePassIndex_ = command.passIndex_;
  336. litBasePassIndex_ = Technique::GetPassIndex("lit" + command.pass_);
  337. }
  338. else if (command.metadata_ == "alpha" && command.pass_ != "alpha")
  339. {
  340. alphaPassIndex_ = command.passIndex_;
  341. litAlphaPassIndex_ = Technique::GetPassIndex("lit" + command.pass_);
  342. }
  343. }
  344. HashMap<unsigned, BatchQueue>::Iterator j = batchQueues_.Find(info.passIndex_);
  345. if (j == batchQueues_.End())
  346. j = batchQueues_.Insert(Pair<unsigned, BatchQueue>(info.passIndex_, BatchQueue()));
  347. info.batchQueue_ = &j->second_;
  348. scenePasses_.Push(info);
  349. }
  350. // Allow a custom forward light pass
  351. else if (command.type_ == CMD_FORWARDLIGHTS && !command.pass_.Empty())
  352. lightPassIndex_ = command.passIndex_ = Technique::GetPassIndex(command.pass_);
  353. }
  354. scene_ = viewport->GetScene();
  355. camera_ = viewport->GetCamera();
  356. octree_ = 0;
  357. // Get default zone first in case we do not have zones defined
  358. cameraZone_ = farClipZone_ = renderer_->GetDefaultZone();
  359. if (hasScenePasses_)
  360. {
  361. if (!scene_ || !camera_ || !camera_->IsEnabledEffective())
  362. return false;
  363. // If scene is loading scene content asynchronously, it is incomplete and should not be rendered
  364. if (scene_->IsAsyncLoading() && scene_->GetAsyncLoadMode() > LOAD_RESOURCES_ONLY)
  365. return false;
  366. octree_ = scene_->GetComponent<Octree>();
  367. if (!octree_)
  368. return false;
  369. // Do not accept view if camera projection is illegal
  370. // (there is a possibility of crash if occlusion is used and it can not clip properly)
  371. if (!camera_->IsProjectionValid())
  372. return false;
  373. }
  374. cameraNode_ = camera_ ? camera_->GetNode() : (Node*)0;
  375. renderTarget_ = renderTarget;
  376. // Go through commands to check for deferred rendering and other flags
  377. deferred_ = false;
  378. deferredAmbient_ = false;
  379. useLitBase_ = false;
  380. for (unsigned i = 0; i < renderPath_->commands_.Size(); ++i)
  381. {
  382. const RenderPathCommand& command = renderPath_->commands_[i];
  383. if (!command.enabled_)
  384. continue;
  385. // Check if ambient pass and G-buffer rendering happens at the same time
  386. if (command.type_ == CMD_SCENEPASS && command.outputs_.Size() > 1)
  387. {
  388. if (CheckViewportWrite(command))
  389. deferredAmbient_ = true;
  390. }
  391. else if (command.type_ == CMD_LIGHTVOLUMES)
  392. {
  393. lightVolumeCommand_ = &command;
  394. deferred_ = true;
  395. }
  396. else if (command.type_ == CMD_FORWARDLIGHTS)
  397. useLitBase_ = command.useLitBase_;
  398. }
  399. // Validate the rect and calculate size. If zero rect, use whole rendertarget size
  400. int rtWidth = renderTarget ? renderTarget->GetWidth() : graphics_->GetWidth();
  401. int rtHeight = renderTarget ? renderTarget->GetHeight() : graphics_->GetHeight();
  402. const IntRect& rect = viewport->GetRect();
  403. if (rect != IntRect::ZERO)
  404. {
  405. viewRect_.left_ = Clamp(rect.left_, 0, rtWidth - 1);
  406. viewRect_.top_ = Clamp(rect.top_, 0, rtHeight - 1);
  407. viewRect_.right_ = Clamp(rect.right_, viewRect_.left_ + 1, rtWidth);
  408. viewRect_.bottom_ = Clamp(rect.bottom_, viewRect_.top_ + 1, rtHeight);
  409. }
  410. else
  411. viewRect_ = IntRect(0, 0, rtWidth, rtHeight);
  412. viewSize_ = viewRect_.Size();
  413. rtSize_ = IntVector2(rtWidth, rtHeight);
  414. // On OpenGL flip the viewport if rendering to a texture for consistent UV addressing with Direct3D9
  415. #ifdef ATOMIC_OPENGL
  416. if (renderTarget_)
  417. {
  418. viewRect_.bottom_ = rtHeight - viewRect_.top_;
  419. viewRect_.top_ = viewRect_.bottom_ - viewSize_.y_;
  420. }
  421. #endif
  422. drawShadows_ = renderer_->GetDrawShadows();
  423. materialQuality_ = renderer_->GetMaterialQuality();
  424. maxOccluderTriangles_ = renderer_->GetMaxOccluderTriangles();
  425. minInstances_ = renderer_->GetMinInstances();
  426. // Set possible quality overrides from the camera
  427. unsigned viewOverrideFlags = camera_ ? camera_->GetViewOverrideFlags() : VO_NONE;
  428. if (viewOverrideFlags & VO_LOW_MATERIAL_QUALITY)
  429. materialQuality_ = QUALITY_LOW;
  430. if (viewOverrideFlags & VO_DISABLE_SHADOWS)
  431. drawShadows_ = false;
  432. if (viewOverrideFlags & VO_DISABLE_OCCLUSION)
  433. maxOccluderTriangles_ = 0;
  434. // Occlusion buffer has constant width. If resulting height would be too large due to aspect ratio, disable occlusion
  435. if (viewSize_.y_ > viewSize_.x_ * 4)
  436. maxOccluderTriangles_ = 0;
  437. return true;
  438. }
  439. void View::Update(const FrameInfo& frame)
  440. {
  441. frame_.camera_ = camera_;
  442. frame_.timeStep_ = frame.timeStep_;
  443. frame_.frameNumber_ = frame.frameNumber_;
  444. frame_.viewSize_ = viewSize_;
  445. using namespace BeginViewUpdate;
  446. VariantMap& eventData = GetEventDataMap();
  447. eventData[P_VIEW] = this;
  448. eventData[P_SURFACE] = renderTarget_;
  449. eventData[P_TEXTURE] = (renderTarget_ ? renderTarget_->GetParentTexture() : 0);
  450. eventData[P_SCENE] = scene_;
  451. eventData[P_CAMERA] = camera_;
  452. renderer_->SendEvent(E_BEGINVIEWUPDATE, eventData);
  453. int maxSortedInstances = renderer_->GetMaxSortedInstances();
  454. // Clear buffers, geometry, light, occluder & batch list
  455. renderTargets_.Clear();
  456. geometries_.Clear();
  457. lights_.Clear();
  458. zones_.Clear();
  459. occluders_.Clear();
  460. vertexLightQueues_.Clear();
  461. for (HashMap<unsigned, BatchQueue>::Iterator i = batchQueues_.Begin(); i != batchQueues_.End(); ++i)
  462. i->second_.Clear(maxSortedInstances);
  463. if (hasScenePasses_ && (!camera_ || !octree_))
  464. {
  465. renderer_->SendEvent(E_ENDVIEWUPDATE, eventData);
  466. return;
  467. }
  468. // Set automatic aspect ratio if required
  469. if (camera_ && camera_->GetAutoAspectRatio())
  470. camera_->SetAspectRatioInternal((float)frame_.viewSize_.x_ / (float)frame_.viewSize_.y_);
  471. GetDrawables();
  472. GetBatches();
  473. renderer_->SendEvent(E_ENDVIEWUPDATE, eventData);
  474. }
  475. void View::Render()
  476. {
  477. if (hasScenePasses_ && (!octree_ || !camera_))
  478. return;
  479. // Actually update geometry data now
  480. UpdateGeometries();
  481. // Allocate screen buffers as necessary
  482. AllocateScreenBuffers();
  483. // Forget parameter sources from the previous view
  484. graphics_->ClearParameterSources();
  485. if (renderer_->GetDynamicInstancing() && graphics_->GetInstancingSupport())
  486. PrepareInstancingBuffer();
  487. // It is possible, though not recommended, that the same camera is used for multiple main views. Set automatic aspect ratio
  488. // again to ensure correct projection will be used
  489. if (camera_)
  490. {
  491. if (camera_->GetAutoAspectRatio())
  492. camera_->SetAspectRatioInternal((float)(viewSize_.x_) / (float)(viewSize_.y_));
  493. }
  494. // Bind the face selection and indirection cube maps for point light shadows
  495. #ifndef GL_ES_VERSION_2_0
  496. if (renderer_->GetDrawShadows())
  497. {
  498. graphics_->SetTexture(TU_FACESELECT, renderer_->GetFaceSelectCubeMap());
  499. graphics_->SetTexture(TU_INDIRECTION, renderer_->GetIndirectionCubeMap());
  500. }
  501. #endif
  502. if (renderTarget_)
  503. {
  504. // On OpenGL, flip the projection if rendering to a texture so that the texture can be addressed in the same way
  505. // as a render texture produced on Direct3D9
  506. #ifdef ATOMIC_OPENGL
  507. if (camera_)
  508. camera_->SetFlipVertical(true);
  509. #endif
  510. }
  511. // Render
  512. ExecuteRenderPathCommands();
  513. // Reset state after commands
  514. graphics_->SetFillMode(FILL_SOLID);
  515. graphics_->SetClipPlane(false);
  516. graphics_->SetColorWrite(true);
  517. graphics_->SetDepthBias(0.0f, 0.0f);
  518. graphics_->SetScissorTest(false);
  519. graphics_->SetStencilTest(false);
  520. // Draw the associated debug geometry now if enabled
  521. if (drawDebug_ && octree_ && camera_)
  522. {
  523. DebugRenderer* debug = octree_->GetComponent<DebugRenderer>();
  524. if (debug && debug->IsEnabledEffective() && debug->HasContent())
  525. {
  526. // Use the last rendertarget (before blitting) so that OpenGL deferred rendering can have benefit of proper depth buffer
  527. // values; after a blit to backbuffer the same depth buffer would not be available any longer
  528. graphics_->SetRenderTarget(0, currentRenderTarget_);
  529. for (unsigned i = 1; i < MAX_RENDERTARGETS; ++i)
  530. graphics_->SetRenderTarget(i, (RenderSurface*)0);
  531. graphics_->SetDepthStencil(GetDepthStencil(currentRenderTarget_));
  532. IntVector2 rtSizeNow = graphics_->GetRenderTargetDimensions();
  533. IntRect viewport = (currentRenderTarget_ == renderTarget_) ? viewRect_ : IntRect(0, 0, rtSizeNow.x_,
  534. rtSizeNow.y_);
  535. graphics_->SetViewport(viewport);
  536. debug->SetView(camera_);
  537. debug->Render();
  538. }
  539. }
  540. #ifdef ATOMIC_OPENGL
  541. if (camera_)
  542. camera_->SetFlipVertical(false);
  543. #endif
  544. // Run framebuffer blitting if necessary
  545. if (currentRenderTarget_ != renderTarget_)
  546. BlitFramebuffer(currentRenderTarget_->GetParentTexture(), renderTarget_, true);
  547. // "Forget" the scene, camera, octree and zone after rendering
  548. scene_ = 0;
  549. camera_ = 0;
  550. octree_ = 0;
  551. cameraZone_ = 0;
  552. farClipZone_ = 0;
  553. occlusionBuffer_ = 0;
  554. frame_.camera_ = 0;
  555. }
  556. Graphics* View::GetGraphics() const
  557. {
  558. return graphics_;
  559. }
  560. Renderer* View::GetRenderer() const
  561. {
  562. return renderer_;
  563. }
  564. void View::SetGlobalShaderParameters()
  565. {
  566. graphics_->SetShaderParameter(VSP_DELTATIME, frame_.timeStep_);
  567. graphics_->SetShaderParameter(PSP_DELTATIME, frame_.timeStep_);
  568. if (scene_)
  569. {
  570. float elapsedTime = scene_->GetElapsedTime();
  571. graphics_->SetShaderParameter(VSP_ELAPSEDTIME, elapsedTime);
  572. graphics_->SetShaderParameter(PSP_ELAPSEDTIME, elapsedTime);
  573. }
  574. }
  575. void View::SetCameraShaderParameters(Camera* camera, bool setProjection)
  576. {
  577. if (!camera)
  578. return;
  579. Matrix3x4 cameraEffectiveTransform = camera->GetEffectiveWorldTransform();
  580. graphics_->SetShaderParameter(VSP_CAMERAPOS, cameraEffectiveTransform.Translation());
  581. graphics_->SetShaderParameter(VSP_CAMERAROT, cameraEffectiveTransform.RotationMatrix());
  582. graphics_->SetShaderParameter(PSP_CAMERAPOS, cameraEffectiveTransform.Translation());
  583. float nearClip = camera->GetNearClip();
  584. float farClip = camera->GetFarClip();
  585. graphics_->SetShaderParameter(VSP_NEARCLIP, nearClip);
  586. graphics_->SetShaderParameter(VSP_FARCLIP, farClip);
  587. graphics_->SetShaderParameter(PSP_NEARCLIP, nearClip);
  588. graphics_->SetShaderParameter(PSP_FARCLIP, farClip);
  589. Vector4 depthMode = Vector4::ZERO;
  590. if (camera->IsOrthographic())
  591. {
  592. depthMode.x_ = 1.0f;
  593. #ifdef ATOMIC_OPENGL
  594. depthMode.z_ = 0.5f;
  595. depthMode.w_ = 0.5f;
  596. #else
  597. depthMode.z_ = 1.0f;
  598. #endif
  599. }
  600. else
  601. depthMode.w_ = 1.0f / camera->GetFarClip();
  602. graphics_->SetShaderParameter(VSP_DEPTHMODE, depthMode);
  603. Vector4 depthReconstruct(farClip / (farClip - nearClip), -nearClip / (farClip - nearClip), camera->IsOrthographic() ? 1.0f :
  604. 0.0f, camera->IsOrthographic() ? 0.0f : 1.0f);
  605. graphics_->SetShaderParameter(PSP_DEPTHRECONSTRUCT, depthReconstruct);
  606. Vector3 nearVector, farVector;
  607. camera->GetFrustumSize(nearVector, farVector);
  608. graphics_->SetShaderParameter(VSP_FRUSTUMSIZE, farVector);
  609. if (setProjection)
  610. {
  611. Matrix4 projection = camera->GetProjection();
  612. #ifdef ATOMIC_OPENGL
  613. // Add constant depth bias manually to the projection matrix due to glPolygonOffset() inconsistency
  614. float constantBias = 2.0f * graphics_->GetDepthConstantBias();
  615. projection.m22_ += projection.m32_ * constantBias;
  616. projection.m23_ += projection.m33_ * constantBias;
  617. #endif
  618. graphics_->SetShaderParameter(VSP_VIEWPROJ, projection * camera->GetView());
  619. }
  620. }
  621. void View::SetGBufferShaderParameters(const IntVector2& texSize, const IntRect& viewRect)
  622. {
  623. float texWidth = (float)texSize.x_;
  624. float texHeight = (float)texSize.y_;
  625. float widthRange = 0.5f * viewRect.Width() / texWidth;
  626. float heightRange = 0.5f * viewRect.Height() / texHeight;
  627. #ifdef ATOMIC_OPENGL
  628. Vector4 bufferUVOffset(((float)viewRect.left_) / texWidth + widthRange,
  629. 1.0f - (((float)viewRect.top_) / texHeight + heightRange), widthRange, heightRange);
  630. #else
  631. const Vector2& pixelUVOffset = Graphics::GetPixelUVOffset();
  632. Vector4 bufferUVOffset((pixelUVOffset.x_ + (float)viewRect.left_) / texWidth + widthRange,
  633. (pixelUVOffset.y_ + (float)viewRect.top_) / texHeight + heightRange, widthRange, heightRange);
  634. #endif
  635. graphics_->SetShaderParameter(VSP_GBUFFEROFFSETS, bufferUVOffset);
  636. float invSizeX = 1.0f / texWidth;
  637. float invSizeY = 1.0f / texHeight;
  638. graphics_->SetShaderParameter(PSP_GBUFFERINVSIZE, Vector4(invSizeX, invSizeY, 0.0f, 0.0f));
  639. }
  640. void View::GetDrawables()
  641. {
  642. if (!octree_ || !camera_)
  643. return;
  644. PROFILE(GetDrawables);
  645. WorkQueue* queue = GetSubsystem<WorkQueue>();
  646. PODVector<Drawable*>& tempDrawables = tempDrawables_[0];
  647. // Get zones and occluders first
  648. {
  649. ZoneOccluderOctreeQuery query(tempDrawables, camera_->GetFrustum(), DRAWABLE_GEOMETRY | DRAWABLE_ZONE, camera_->GetViewMask());
  650. octree_->GetDrawables(query);
  651. }
  652. highestZonePriority_ = M_MIN_INT;
  653. int bestPriority = M_MIN_INT;
  654. Vector3 cameraPos = cameraNode_->GetWorldPosition();
  655. for (PODVector<Drawable*>::ConstIterator i = tempDrawables.Begin(); i != tempDrawables.End(); ++i)
  656. {
  657. Drawable* drawable = *i;
  658. unsigned char flags = drawable->GetDrawableFlags();
  659. if (flags & DRAWABLE_ZONE)
  660. {
  661. Zone* zone = static_cast<Zone*>(drawable);
  662. zones_.Push(zone);
  663. int priority = zone->GetPriority();
  664. if (priority > highestZonePriority_)
  665. highestZonePriority_ = priority;
  666. if (priority > bestPriority && zone->IsInside(cameraPos))
  667. {
  668. cameraZone_ = zone;
  669. bestPriority = priority;
  670. }
  671. }
  672. else
  673. occluders_.Push(drawable);
  674. }
  675. // Determine the zone at far clip distance. If not found, or camera zone has override mode, use camera zone
  676. cameraZoneOverride_ = cameraZone_->GetOverride();
  677. if (!cameraZoneOverride_)
  678. {
  679. Vector3 farClipPos = cameraPos + cameraNode_->GetWorldDirection() * Vector3(0.0f, 0.0f, camera_->GetFarClip());
  680. bestPriority = M_MIN_INT;
  681. for (PODVector<Zone*>::Iterator i = zones_.Begin(); i != zones_.End(); ++i)
  682. {
  683. int priority = (*i)->GetPriority();
  684. if (priority > bestPriority && (*i)->IsInside(farClipPos))
  685. {
  686. farClipZone_ = *i;
  687. bestPriority = priority;
  688. }
  689. }
  690. }
  691. if (farClipZone_ == renderer_->GetDefaultZone())
  692. farClipZone_ = cameraZone_;
  693. // If occlusion in use, get & render the occluders
  694. occlusionBuffer_ = 0;
  695. if (maxOccluderTriangles_ > 0)
  696. {
  697. UpdateOccluders(occluders_, camera_);
  698. if (occluders_.Size())
  699. {
  700. PROFILE(DrawOcclusion);
  701. occlusionBuffer_ = renderer_->GetOcclusionBuffer(camera_);
  702. DrawOccluders(occlusionBuffer_, occluders_);
  703. }
  704. }
  705. // Get lights and geometries. Coarse occlusion for octants is used at this point
  706. if (occlusionBuffer_)
  707. {
  708. OccludedFrustumOctreeQuery query(tempDrawables, camera_->GetFrustum(), occlusionBuffer_, DRAWABLE_GEOMETRY |
  709. DRAWABLE_LIGHT, camera_->GetViewMask());
  710. octree_->GetDrawables(query);
  711. }
  712. else
  713. {
  714. FrustumOctreeQuery query(tempDrawables, camera_->GetFrustum(), DRAWABLE_GEOMETRY |
  715. DRAWABLE_LIGHT, camera_->GetViewMask());
  716. octree_->GetDrawables(query);
  717. }
  718. // Check drawable occlusion, find zones for moved drawables and collect geometries & lights in worker threads
  719. {
  720. for (unsigned i = 0; i < sceneResults_.Size(); ++i)
  721. {
  722. PerThreadSceneResult& result = sceneResults_[i];
  723. result.geometries_.Clear();
  724. result.lights_.Clear();
  725. result.minZ_ = M_INFINITY;
  726. result.maxZ_ = 0.0f;
  727. }
  728. int numWorkItems = queue->GetNumThreads() + 1; // Worker threads + main thread
  729. int drawablesPerItem = tempDrawables.Size() / numWorkItems;
  730. PODVector<Drawable*>::Iterator start = tempDrawables.Begin();
  731. // Create a work item for each thread
  732. for (int i = 0; i < numWorkItems; ++i)
  733. {
  734. SharedPtr<WorkItem> item = queue->GetFreeItem();
  735. item->priority_ = M_MAX_UNSIGNED;
  736. item->workFunction_ = CheckVisibilityWork;
  737. item->aux_ = this;
  738. PODVector<Drawable*>::Iterator end = tempDrawables.End();
  739. if (i < numWorkItems - 1 && end - start > drawablesPerItem)
  740. end = start + drawablesPerItem;
  741. item->start_ = &(*start);
  742. item->end_ = &(*end);
  743. queue->AddWorkItem(item);
  744. start = end;
  745. }
  746. queue->Complete(M_MAX_UNSIGNED);
  747. }
  748. // Combine lights, geometries & scene Z range from the threads
  749. geometries_.Clear();
  750. lights_.Clear();
  751. minZ_ = M_INFINITY;
  752. maxZ_ = 0.0f;
  753. if (sceneResults_.Size() > 1)
  754. {
  755. for (unsigned i = 0; i < sceneResults_.Size(); ++i)
  756. {
  757. PerThreadSceneResult& result = sceneResults_[i];
  758. geometries_.Push(result.geometries_);
  759. lights_.Push(result.lights_);
  760. minZ_ = Min(minZ_, result.minZ_);
  761. maxZ_ = Max(maxZ_, result.maxZ_);
  762. }
  763. }
  764. else
  765. {
  766. // If just 1 thread, copy the results directly
  767. PerThreadSceneResult& result = sceneResults_[0];
  768. minZ_ = result.minZ_;
  769. maxZ_ = result.maxZ_;
  770. Swap(geometries_, result.geometries_);
  771. Swap(lights_, result.lights_);
  772. }
  773. if (minZ_ == M_INFINITY)
  774. minZ_ = 0.0f;
  775. // Sort the lights to brightest/closest first, and per-vertex lights first so that per-vertex base pass can be evaluated first
  776. for (unsigned i = 0; i < lights_.Size(); ++i)
  777. {
  778. Light* light = lights_[i];
  779. light->SetIntensitySortValue(camera_->GetDistance(light->GetNode()->GetWorldPosition()));
  780. light->SetLightQueue(0);
  781. }
  782. Sort(lights_.Begin(), lights_.End(), CompareLights);
  783. }
  784. void View::GetBatches()
  785. {
  786. if (!octree_ || !camera_)
  787. return;
  788. nonThreadedGeometries_.Clear();
  789. threadedGeometries_.Clear();
  790. ProcessLights();
  791. GetLightBatches();
  792. GetBaseBatches();
  793. }
  794. void View::ProcessLights()
  795. {
  796. // Process lit geometries and shadow casters for each light
  797. PROFILE(ProcessLights);
  798. WorkQueue* queue = GetSubsystem<WorkQueue>();
  799. lightQueryResults_.Resize(lights_.Size());
  800. for (unsigned i = 0; i < lightQueryResults_.Size(); ++i)
  801. {
  802. SharedPtr<WorkItem> item = queue->GetFreeItem();
  803. item->priority_ = M_MAX_UNSIGNED;
  804. item->workFunction_ = ProcessLightWork;
  805. item->aux_ = this;
  806. LightQueryResult& query = lightQueryResults_[i];
  807. query.light_ = lights_[i];
  808. item->start_ = &query;
  809. queue->AddWorkItem(item);
  810. }
  811. // Ensure all lights have been processed before proceeding
  812. queue->Complete(M_MAX_UNSIGNED);
  813. }
  814. void View::GetLightBatches()
  815. {
  816. BatchQueue* alphaQueue = batchQueues_.Contains(alphaPassIndex_) ? &batchQueues_[alphaPassIndex_] : (BatchQueue*)0;
  817. // Build light queues and lit batches
  818. {
  819. PROFILE(GetLightBatches);
  820. // Preallocate light queues: per-pixel lights which have lit geometries
  821. unsigned numLightQueues = 0;
  822. unsigned usedLightQueues = 0;
  823. for (Vector<LightQueryResult>::ConstIterator i = lightQueryResults_.Begin(); i != lightQueryResults_.End(); ++i)
  824. {
  825. if (!i->light_->GetPerVertex() && i->litGeometries_.Size())
  826. ++numLightQueues;
  827. }
  828. lightQueues_.Resize(numLightQueues);
  829. maxLightsDrawables_.Clear();
  830. unsigned maxSortedInstances = renderer_->GetMaxSortedInstances();
  831. for (Vector<LightQueryResult>::Iterator i = lightQueryResults_.Begin(); i != lightQueryResults_.End(); ++i)
  832. {
  833. LightQueryResult& query = *i;
  834. // If light has no affected geometries, no need to process further
  835. if (query.litGeometries_.Empty())
  836. continue;
  837. Light* light = query.light_;
  838. // Per-pixel light
  839. if (!light->GetPerVertex())
  840. {
  841. unsigned shadowSplits = query.numSplits_;
  842. // Initialize light queue and store it to the light so that it can be found later
  843. LightBatchQueue& lightQueue = lightQueues_[usedLightQueues++];
  844. light->SetLightQueue(&lightQueue);
  845. lightQueue.light_ = light;
  846. lightQueue.negative_ = light->IsNegative();
  847. lightQueue.shadowMap_ = 0;
  848. lightQueue.litBaseBatches_.Clear(maxSortedInstances);
  849. lightQueue.litBatches_.Clear(maxSortedInstances);
  850. lightQueue.volumeBatches_.Clear();
  851. // Allocate shadow map now
  852. if (shadowSplits > 0)
  853. {
  854. lightQueue.shadowMap_ = renderer_->GetShadowMap(light, camera_, viewSize_.x_, viewSize_.y_);
  855. // If did not manage to get a shadow map, convert the light to unshadowed
  856. if (!lightQueue.shadowMap_)
  857. shadowSplits = 0;
  858. }
  859. // Setup shadow batch queues
  860. lightQueue.shadowSplits_.Resize(shadowSplits);
  861. for (unsigned j = 0; j < shadowSplits; ++j)
  862. {
  863. ShadowBatchQueue& shadowQueue = lightQueue.shadowSplits_[j];
  864. Camera* shadowCamera = query.shadowCameras_[j];
  865. shadowQueue.shadowCamera_ = shadowCamera;
  866. shadowQueue.nearSplit_ = query.shadowNearSplits_[j];
  867. shadowQueue.farSplit_ = query.shadowFarSplits_[j];
  868. shadowQueue.shadowBatches_.Clear(maxSortedInstances);
  869. // Setup the shadow split viewport and finalize shadow camera parameters
  870. shadowQueue.shadowViewport_ = GetShadowMapViewport(light, j, lightQueue.shadowMap_);
  871. FinalizeShadowCamera(shadowCamera, light, shadowQueue.shadowViewport_, query.shadowCasterBox_[j]);
  872. // Loop through shadow casters
  873. for (PODVector<Drawable*>::ConstIterator k = query.shadowCasters_.Begin() + query.shadowCasterBegin_[j];
  874. k < query.shadowCasters_.Begin() + query.shadowCasterEnd_[j]; ++k)
  875. {
  876. Drawable* drawable = *k;
  877. // If drawable is not in actual view frustum, mark it in view here and check its geometry update type
  878. if (!drawable->IsInView(frame_, true))
  879. {
  880. drawable->MarkInView(frame_.frameNumber_);
  881. UpdateGeometryType type = drawable->GetUpdateGeometryType();
  882. if (type == UPDATE_MAIN_THREAD)
  883. nonThreadedGeometries_.Push(drawable);
  884. else if (type == UPDATE_WORKER_THREAD)
  885. threadedGeometries_.Push(drawable);
  886. }
  887. Zone* zone = GetZone(drawable);
  888. const Vector<SourceBatch>& batches = drawable->GetBatches();
  889. for (unsigned l = 0; l < batches.Size(); ++l)
  890. {
  891. const SourceBatch& srcBatch = batches[l];
  892. Technique* tech = GetTechnique(drawable, srcBatch.material_);
  893. if (!srcBatch.geometry_ || !srcBatch.numWorldTransforms_ || !tech)
  894. continue;
  895. Pass* pass = tech->GetSupportedPass(Technique::shadowPassIndex);
  896. // Skip if material has no shadow pass
  897. if (!pass)
  898. continue;
  899. Batch destBatch(srcBatch);
  900. destBatch.pass_ = pass;
  901. destBatch.camera_ = shadowCamera;
  902. destBatch.zone_ = zone;
  903. AddBatchToQueue(shadowQueue.shadowBatches_, destBatch, tech);
  904. }
  905. }
  906. }
  907. // Process lit geometries
  908. for (PODVector<Drawable*>::ConstIterator j = query.litGeometries_.Begin(); j != query.litGeometries_.End(); ++j)
  909. {
  910. Drawable* drawable = *j;
  911. drawable->AddLight(light);
  912. // If drawable limits maximum lights, only record the light, and check maximum count / build batches later
  913. if (!drawable->GetMaxLights())
  914. GetLitBatches(drawable, lightQueue, alphaQueue);
  915. else
  916. maxLightsDrawables_.Insert(drawable);
  917. }
  918. // In deferred modes, store the light volume batch now
  919. if (deferred_)
  920. {
  921. Batch volumeBatch;
  922. volumeBatch.geometry_ = renderer_->GetLightGeometry(light);
  923. volumeBatch.geometryType_ = GEOM_STATIC;
  924. volumeBatch.worldTransform_ = &light->GetVolumeTransform(camera_);
  925. volumeBatch.numWorldTransforms_ = 1;
  926. volumeBatch.camera_ = camera_;
  927. volumeBatch.lightQueue_ = &lightQueue;
  928. volumeBatch.distance_ = light->GetDistance();
  929. volumeBatch.material_ = 0;
  930. volumeBatch.pass_ = 0;
  931. volumeBatch.zone_ = 0;
  932. renderer_->SetLightVolumeBatchShaders(volumeBatch, lightVolumeCommand_->vertexShaderName_,
  933. lightVolumeCommand_->pixelShaderName_, lightVolumeCommand_->vertexShaderDefines_,
  934. lightVolumeCommand_->pixelShaderDefines_);
  935. lightQueue.volumeBatches_.Push(volumeBatch);
  936. }
  937. }
  938. // Per-vertex light
  939. else
  940. {
  941. // Add the vertex light to lit drawables. It will be processed later during base pass batch generation
  942. for (PODVector<Drawable*>::ConstIterator j = query.litGeometries_.Begin(); j != query.litGeometries_.End(); ++j)
  943. {
  944. Drawable* drawable = *j;
  945. drawable->AddVertexLight(light);
  946. }
  947. }
  948. }
  949. }
  950. // Process drawables with limited per-pixel light count
  951. if (maxLightsDrawables_.Size())
  952. {
  953. PROFILE(GetMaxLightsBatches);
  954. for (HashSet<Drawable*>::Iterator i = maxLightsDrawables_.Begin(); i != maxLightsDrawables_.End(); ++i)
  955. {
  956. Drawable* drawable = *i;
  957. drawable->LimitLights();
  958. const PODVector<Light*>& lights = drawable->GetLights();
  959. for (unsigned i = 0; i < lights.Size(); ++i)
  960. {
  961. Light* light = lights[i];
  962. // Find the correct light queue again
  963. LightBatchQueue* queue = light->GetLightQueue();
  964. if (queue)
  965. GetLitBatches(drawable, *queue, alphaQueue);
  966. }
  967. }
  968. }
  969. }
  970. void View::GetBaseBatches()
  971. {
  972. PROFILE(GetBaseBatches);
  973. for (PODVector<Drawable*>::ConstIterator i = geometries_.Begin(); i != geometries_.End(); ++i)
  974. {
  975. Drawable* drawable = *i;
  976. UpdateGeometryType type = drawable->GetUpdateGeometryType();
  977. if (type == UPDATE_MAIN_THREAD)
  978. nonThreadedGeometries_.Push(drawable);
  979. else if (type == UPDATE_WORKER_THREAD)
  980. threadedGeometries_.Push(drawable);
  981. const Vector<SourceBatch>& batches = drawable->GetBatches();
  982. bool vertexLightsProcessed = false;
  983. for (unsigned j = 0; j < batches.Size(); ++j)
  984. {
  985. const SourceBatch& srcBatch = batches[j];
  986. // Check here if the material refers to a rendertarget texture with camera(s) attached
  987. // Only check this for backbuffer views (null rendertarget)
  988. if (srcBatch.material_ && srcBatch.material_->GetAuxViewFrameNumber() != frame_.frameNumber_ && !renderTarget_)
  989. CheckMaterialForAuxView(srcBatch.material_);
  990. Technique* tech = GetTechnique(drawable, srcBatch.material_);
  991. if (!srcBatch.geometry_ || !srcBatch.numWorldTransforms_ || !tech)
  992. continue;
  993. // Check each of the scene passes
  994. for (unsigned k = 0; k < scenePasses_.Size(); ++k)
  995. {
  996. ScenePassInfo& info = scenePasses_[k];
  997. // Skip forward base pass if the corresponding litbase pass already exists
  998. if (info.passIndex_ == basePassIndex_ && j < 32 && drawable->HasBasePass(j))
  999. continue;
  1000. Pass* pass = tech->GetSupportedPass(info.passIndex_);
  1001. if (!pass)
  1002. continue;
  1003. Batch destBatch(srcBatch);
  1004. destBatch.pass_ = pass;
  1005. destBatch.camera_ = camera_;
  1006. destBatch.zone_ = GetZone(drawable);
  1007. destBatch.isBase_ = true;
  1008. destBatch.lightMask_ = GetLightMask(drawable);
  1009. if (info.vertexLights_)
  1010. {
  1011. const PODVector<Light*>& drawableVertexLights = drawable->GetVertexLights();
  1012. if (drawableVertexLights.Size() && !vertexLightsProcessed)
  1013. {
  1014. // Limit vertex lights. If this is a deferred opaque batch, remove converted per-pixel lights,
  1015. // as they will be rendered as light volumes in any case, and drawing them also as vertex lights
  1016. // would result in double lighting
  1017. drawable->LimitVertexLights(deferred_ && destBatch.pass_->GetBlendMode() == BLEND_REPLACE);
  1018. vertexLightsProcessed = true;
  1019. }
  1020. if (drawableVertexLights.Size())
  1021. {
  1022. // Find a vertex light queue. If not found, create new
  1023. unsigned long long hash = GetVertexLightQueueHash(drawableVertexLights);
  1024. HashMap<unsigned long long, LightBatchQueue>::Iterator i = vertexLightQueues_.Find(hash);
  1025. if (i == vertexLightQueues_.End())
  1026. {
  1027. i = vertexLightQueues_.Insert(MakePair(hash, LightBatchQueue()));
  1028. i->second_.light_ = 0;
  1029. i->second_.shadowMap_ = 0;
  1030. i->second_.vertexLights_ = drawableVertexLights;
  1031. }
  1032. destBatch.lightQueue_ = &(i->second_);
  1033. }
  1034. }
  1035. else
  1036. destBatch.lightQueue_ = 0;
  1037. bool allowInstancing = info.allowInstancing_;
  1038. if (allowInstancing && info.markToStencil_ && destBatch.lightMask_ != (destBatch.zone_->GetLightMask() & 0xff))
  1039. allowInstancing = false;
  1040. AddBatchToQueue(*info.batchQueue_, destBatch, tech, allowInstancing);
  1041. }
  1042. }
  1043. }
  1044. }
  1045. void View::UpdateGeometries()
  1046. {
  1047. PROFILE(SortAndUpdateGeometry);
  1048. WorkQueue* queue = GetSubsystem<WorkQueue>();
  1049. // Sort batches
  1050. {
  1051. for (unsigned i = 0; i < renderPath_->commands_.Size(); ++i)
  1052. {
  1053. const RenderPathCommand& command = renderPath_->commands_[i];
  1054. if (!IsNecessary(command))
  1055. continue;
  1056. if (command.type_ == CMD_SCENEPASS)
  1057. {
  1058. SharedPtr<WorkItem> item = queue->GetFreeItem();
  1059. item->priority_ = M_MAX_UNSIGNED;
  1060. item->workFunction_ = command.sortMode_ == SORT_FRONTTOBACK ? SortBatchQueueFrontToBackWork : SortBatchQueueBackToFrontWork;
  1061. item->start_ = &batchQueues_[command.passIndex_];
  1062. queue->AddWorkItem(item);
  1063. }
  1064. }
  1065. for (Vector<LightBatchQueue>::Iterator i = lightQueues_.Begin(); i != lightQueues_.End(); ++i)
  1066. {
  1067. SharedPtr<WorkItem> lightItem = queue->GetFreeItem();
  1068. lightItem->priority_ = M_MAX_UNSIGNED;
  1069. lightItem->workFunction_ = SortLightQueueWork;
  1070. lightItem->start_ = &(*i);
  1071. queue->AddWorkItem(lightItem);
  1072. if (i->shadowSplits_.Size())
  1073. {
  1074. SharedPtr<WorkItem> shadowItem = queue->GetFreeItem();
  1075. shadowItem->priority_ = M_MAX_UNSIGNED;
  1076. shadowItem->workFunction_ = SortShadowQueueWork;
  1077. shadowItem->start_ = &(*i);
  1078. queue->AddWorkItem(shadowItem);
  1079. }
  1080. }
  1081. }
  1082. // Update geometries. Split into threaded and non-threaded updates.
  1083. {
  1084. if (threadedGeometries_.Size())
  1085. {
  1086. // In special cases (context loss, multi-view) a drawable may theoretically first have reported a threaded update, but will actually
  1087. // require a main thread update. Check these cases first and move as applicable. The threaded work routine will tolerate the null
  1088. // pointer holes that we leave to the threaded update queue.
  1089. for (PODVector<Drawable*>::Iterator i = threadedGeometries_.Begin(); i != threadedGeometries_.End(); ++i)
  1090. {
  1091. if ((*i)->GetUpdateGeometryType() == UPDATE_MAIN_THREAD)
  1092. {
  1093. nonThreadedGeometries_.Push(*i);
  1094. *i = 0;
  1095. }
  1096. }
  1097. int numWorkItems = queue->GetNumThreads() + 1; // Worker threads + main thread
  1098. int drawablesPerItem = threadedGeometries_.Size() / numWorkItems;
  1099. PODVector<Drawable*>::Iterator start = threadedGeometries_.Begin();
  1100. for (int i = 0; i < numWorkItems; ++i)
  1101. {
  1102. PODVector<Drawable*>::Iterator end = threadedGeometries_.End();
  1103. if (i < numWorkItems - 1 && end - start > drawablesPerItem)
  1104. end = start + drawablesPerItem;
  1105. SharedPtr<WorkItem> item = queue->GetFreeItem();
  1106. item->priority_ = M_MAX_UNSIGNED;
  1107. item->workFunction_ = UpdateDrawableGeometriesWork;
  1108. item->aux_ = const_cast<FrameInfo*>(&frame_);
  1109. item->start_ = &(*start);
  1110. item->end_ = &(*end);
  1111. queue->AddWorkItem(item);
  1112. start = end;
  1113. }
  1114. }
  1115. // While the work queue is processed, update non-threaded geometries
  1116. for (PODVector<Drawable*>::ConstIterator i = nonThreadedGeometries_.Begin(); i != nonThreadedGeometries_.End(); ++i)
  1117. (*i)->UpdateGeometry(frame_);
  1118. }
  1119. // Finally ensure all threaded work has completed
  1120. queue->Complete(M_MAX_UNSIGNED);
  1121. }
  1122. void View::GetLitBatches(Drawable* drawable, LightBatchQueue& lightQueue, BatchQueue* alphaQueue)
  1123. {
  1124. Light* light = lightQueue.light_;
  1125. Zone* zone = GetZone(drawable);
  1126. const Vector<SourceBatch>& batches = drawable->GetBatches();
  1127. bool allowLitBase = useLitBase_ && !lightQueue.negative_ && light == drawable->GetFirstLight() &&
  1128. drawable->GetVertexLights().Empty() && !zone->GetAmbientGradient();
  1129. for (unsigned i = 0; i < batches.Size(); ++i)
  1130. {
  1131. const SourceBatch& srcBatch = batches[i];
  1132. Technique* tech = GetTechnique(drawable, srcBatch.material_);
  1133. if (!srcBatch.geometry_ || !srcBatch.numWorldTransforms_ || !tech)
  1134. continue;
  1135. // Do not create pixel lit forward passes for materials that render into the G-buffer
  1136. if (gBufferPassIndex_ != M_MAX_UNSIGNED && tech->HasPass(gBufferPassIndex_))
  1137. continue;
  1138. Batch destBatch(srcBatch);
  1139. bool isLitAlpha = false;
  1140. // Check for lit base pass. Because it uses the replace blend mode, it must be ensured to be the first light
  1141. // Also vertex lighting or ambient gradient require the non-lit base pass, so skip in those cases
  1142. if (i < 32 && allowLitBase)
  1143. {
  1144. destBatch.pass_ = tech->GetSupportedPass(litBasePassIndex_);
  1145. if (destBatch.pass_)
  1146. {
  1147. destBatch.isBase_ = true;
  1148. drawable->SetBasePass(i);
  1149. }
  1150. else
  1151. destBatch.pass_ = tech->GetSupportedPass(lightPassIndex_);
  1152. }
  1153. else
  1154. destBatch.pass_ = tech->GetSupportedPass(lightPassIndex_);
  1155. // If no lit pass, check for lit alpha
  1156. if (!destBatch.pass_)
  1157. {
  1158. destBatch.pass_ = tech->GetSupportedPass(litAlphaPassIndex_);
  1159. isLitAlpha = true;
  1160. }
  1161. // Skip if material does not receive light at all
  1162. if (!destBatch.pass_)
  1163. continue;
  1164. destBatch.camera_ = camera_;
  1165. destBatch.lightQueue_ = &lightQueue;
  1166. destBatch.zone_ = zone;
  1167. if (!isLitAlpha)
  1168. {
  1169. if (destBatch.isBase_)
  1170. AddBatchToQueue(lightQueue.litBaseBatches_, destBatch, tech);
  1171. else
  1172. AddBatchToQueue(lightQueue.litBatches_, destBatch, tech);
  1173. }
  1174. else if (alphaQueue)
  1175. {
  1176. // Transparent batches can not be instanced, and shadows on transparencies can only be rendered if shadow maps are
  1177. // not reused
  1178. AddBatchToQueue(*alphaQueue, destBatch, tech, false, !renderer_->GetReuseShadowMaps());
  1179. }
  1180. }
  1181. }
  1182. void View::ExecuteRenderPathCommands()
  1183. {
  1184. // If not reusing shadowmaps, render all of them first
  1185. if (!renderer_->GetReuseShadowMaps() && renderer_->GetDrawShadows() && !lightQueues_.Empty())
  1186. {
  1187. PROFILE(RenderShadowMaps);
  1188. for (Vector<LightBatchQueue>::Iterator i = lightQueues_.Begin(); i != lightQueues_.End(); ++i)
  1189. {
  1190. if (i->shadowMap_)
  1191. RenderShadowMap(*i);
  1192. }
  1193. }
  1194. {
  1195. PROFILE(ExecuteRenderPath);
  1196. // Set for safety in case of empty renderpath
  1197. currentRenderTarget_ = substituteRenderTarget_ ? substituteRenderTarget_ : renderTarget_;
  1198. currentViewportTexture_ = 0;
  1199. bool viewportModified = false;
  1200. bool isPingponging = false;
  1201. unsigned lastCommandIndex = 0;
  1202. for (unsigned i = 0; i < renderPath_->commands_.Size(); ++i)
  1203. {
  1204. RenderPathCommand& command = renderPath_->commands_[i];
  1205. if (IsNecessary(command))
  1206. lastCommandIndex = i;
  1207. }
  1208. for (unsigned i = 0; i < renderPath_->commands_.Size(); ++i)
  1209. {
  1210. RenderPathCommand& command = renderPath_->commands_[i];
  1211. if (!IsNecessary(command))
  1212. continue;
  1213. bool viewportRead = CheckViewportRead(command);
  1214. bool viewportWrite = CheckViewportWrite(command);
  1215. bool beginPingpong = CheckPingpong(i);
  1216. // Has the viewport been modified and will be read as a texture by the current command?
  1217. if (viewportRead && viewportModified)
  1218. {
  1219. // Start pingponging without a blit if already rendering to the substitute render target
  1220. if (currentRenderTarget_ && currentRenderTarget_ == substituteRenderTarget_ && beginPingpong)
  1221. isPingponging = true;
  1222. // If not using pingponging, simply resolve/copy to the first viewport texture
  1223. if (!isPingponging)
  1224. {
  1225. if (!currentRenderTarget_)
  1226. {
  1227. graphics_->ResolveToTexture(dynamic_cast<Texture2D*>(viewportTextures_[0]), viewRect_);
  1228. currentViewportTexture_ = viewportTextures_[0];
  1229. viewportModified = false;
  1230. }
  1231. else
  1232. {
  1233. if (viewportWrite)
  1234. {
  1235. BlitFramebuffer(currentRenderTarget_->GetParentTexture(),
  1236. GetRenderSurfaceFromTexture(viewportTextures_[0]), false);
  1237. currentViewportTexture_ = viewportTextures_[0];
  1238. viewportModified = false;
  1239. }
  1240. else
  1241. {
  1242. // If the current render target is already a texture, and we are not writing to it, can read that
  1243. // texture directly instead of blitting. However keep the viewport dirty flag in case a later command
  1244. // will do both read and write, and then we need to blit / resolve
  1245. currentViewportTexture_ = currentRenderTarget_->GetParentTexture();
  1246. }
  1247. }
  1248. }
  1249. else
  1250. {
  1251. // Swap the pingpong double buffer sides. Texture 0 will be read next
  1252. viewportTextures_[1] = viewportTextures_[0];
  1253. viewportTextures_[0] = currentRenderTarget_->GetParentTexture();
  1254. currentViewportTexture_ = viewportTextures_[0];
  1255. viewportModified = false;
  1256. }
  1257. }
  1258. if (beginPingpong)
  1259. isPingponging = true;
  1260. // Determine viewport write target
  1261. if (viewportWrite)
  1262. {
  1263. if (isPingponging)
  1264. {
  1265. currentRenderTarget_ = GetRenderSurfaceFromTexture(viewportTextures_[1]);
  1266. // If the render path ends into a quad, it can be redirected to the final render target
  1267. // However, on OpenGL we can not reliably do this in case the final target is the backbuffer, and we want to
  1268. // render depth buffer sensitive debug geometry afterward (backbuffer and textures can not share depth)
  1269. #ifndef ATOMIC_OPENGL
  1270. if (i == lastCommandIndex && command.type_ == CMD_QUAD)
  1271. #else
  1272. if (i == lastCommandIndex && command.type_ == CMD_QUAD && renderTarget_)
  1273. #endif
  1274. currentRenderTarget_ = renderTarget_;
  1275. }
  1276. else
  1277. currentRenderTarget_ = substituteRenderTarget_ ? substituteRenderTarget_ : renderTarget_;
  1278. }
  1279. switch (command.type_)
  1280. {
  1281. case CMD_CLEAR:
  1282. {
  1283. PROFILE(ClearRenderTarget);
  1284. Color clearColor = command.clearColor_;
  1285. if (command.useFogColor_)
  1286. clearColor = farClipZone_->GetFogColor();
  1287. SetRenderTargets(command);
  1288. graphics_->Clear(command.clearFlags_, clearColor, command.clearDepth_, command.clearStencil_);
  1289. }
  1290. break;
  1291. case CMD_SCENEPASS:
  1292. {
  1293. BatchQueue& queue = batchQueues_[command.passIndex_];
  1294. if (!queue.IsEmpty())
  1295. {
  1296. PROFILE(RenderScenePass);
  1297. SetRenderTargets(command);
  1298. bool allowDepthWrite = SetTextures(command);
  1299. graphics_->SetClipPlane(camera_->GetUseClipping(), camera_->GetClipPlane(), camera_->GetView(), camera_->GetProjection());
  1300. queue.Draw(this, command.markToStencil_, false, allowDepthWrite);
  1301. }
  1302. }
  1303. break;
  1304. case CMD_QUAD:
  1305. {
  1306. PROFILE(RenderQuad);
  1307. SetRenderTargets(command);
  1308. SetTextures(command);
  1309. RenderQuad(command);
  1310. }
  1311. break;
  1312. case CMD_FORWARDLIGHTS:
  1313. // Render shadow maps + opaque objects' additive lighting
  1314. if (!lightQueues_.Empty())
  1315. {
  1316. PROFILE(RenderLights);
  1317. SetRenderTargets(command);
  1318. for (Vector<LightBatchQueue>::Iterator i = lightQueues_.Begin(); i != lightQueues_.End(); ++i)
  1319. {
  1320. // If reusing shadowmaps, render each of them before the lit batches
  1321. if (renderer_->GetReuseShadowMaps() && i->shadowMap_)
  1322. {
  1323. RenderShadowMap(*i);
  1324. SetRenderTargets(command);
  1325. }
  1326. bool allowDepthWrite = SetTextures(command);
  1327. graphics_->SetClipPlane(camera_->GetUseClipping(), camera_->GetClipPlane(), camera_->GetView(), camera_->GetProjection());
  1328. // Draw base (replace blend) batches first
  1329. i->litBaseBatches_.Draw(this, false, false, allowDepthWrite);
  1330. // Then, if there are additive passes, optimize the light and draw them
  1331. if (!i->litBatches_.IsEmpty())
  1332. {
  1333. renderer_->OptimizeLightByScissor(i->light_, camera_);
  1334. if (!noStencil_)
  1335. renderer_->OptimizeLightByStencil(i->light_, camera_);
  1336. i->litBatches_.Draw(this, false, true, allowDepthWrite);
  1337. }
  1338. }
  1339. graphics_->SetScissorTest(false);
  1340. graphics_->SetStencilTest(false);
  1341. }
  1342. break;
  1343. case CMD_LIGHTVOLUMES:
  1344. // Render shadow maps + light volumes
  1345. if (!lightQueues_.Empty())
  1346. {
  1347. PROFILE(RenderLightVolumes);
  1348. SetRenderTargets(command);
  1349. for (Vector<LightBatchQueue>::Iterator i = lightQueues_.Begin(); i != lightQueues_.End(); ++i)
  1350. {
  1351. // If reusing shadowmaps, render each of them before the lit batches
  1352. if (renderer_->GetReuseShadowMaps() && i->shadowMap_)
  1353. {
  1354. RenderShadowMap(*i);
  1355. SetRenderTargets(command);
  1356. }
  1357. SetTextures(command);
  1358. for (unsigned j = 0; j < i->volumeBatches_.Size(); ++j)
  1359. {
  1360. SetupLightVolumeBatch(i->volumeBatches_[j]);
  1361. i->volumeBatches_[j].Draw(this, false);
  1362. }
  1363. }
  1364. graphics_->SetScissorTest(false);
  1365. graphics_->SetStencilTest(false);
  1366. }
  1367. break;
  1368. case CMD_RENDERUI:
  1369. {
  1370. SetRenderTargets(command);
  1371. GetSubsystem<UI>()->Render(false);
  1372. }
  1373. break;
  1374. default:
  1375. break;
  1376. }
  1377. // If current command output to the viewport, mark it modified
  1378. if (viewportWrite)
  1379. viewportModified = true;
  1380. }
  1381. }
  1382. }
  1383. void View::SetRenderTargets(RenderPathCommand& command)
  1384. {
  1385. unsigned index = 0;
  1386. bool useColorWrite = true;
  1387. bool useCustomDepth = false;
  1388. while (index < command.outputs_.Size())
  1389. {
  1390. if (!command.outputs_[index].first_.Compare("viewport", false))
  1391. graphics_->SetRenderTarget(index, currentRenderTarget_);
  1392. else
  1393. {
  1394. Texture* texture = FindNamedTexture(command.outputs_[index].first_, true, false);
  1395. // Check for depth only rendering (by specifying a depth texture as the sole output)
  1396. if (!index && command.outputs_.Size() == 1 && texture && (texture->GetFormat() ==
  1397. Graphics::GetReadableDepthFormat() || texture->GetFormat() == Graphics::GetDepthStencilFormat()))
  1398. {
  1399. useColorWrite = false;
  1400. useCustomDepth = true;
  1401. #if !defined(ATOMIC_OPENGL) && !defined(URHO3D_D3D11)
  1402. // On D3D actual depth-only rendering is illegal, we need a color rendertarget
  1403. if (!depthOnlyDummyTexture_)
  1404. {
  1405. depthOnlyDummyTexture_ = renderer_->GetScreenBuffer(texture->GetWidth(), texture->GetHeight(),
  1406. graphics_->GetDummyColorFormat(), false, false, false);
  1407. }
  1408. #endif
  1409. graphics_->SetRenderTarget(0, GetRenderSurfaceFromTexture(depthOnlyDummyTexture_));
  1410. graphics_->SetDepthStencil(GetRenderSurfaceFromTexture(texture));
  1411. }
  1412. else
  1413. graphics_->SetRenderTarget(index, GetRenderSurfaceFromTexture(texture, command.outputs_[index].second_));
  1414. }
  1415. ++index;
  1416. }
  1417. while (index < MAX_RENDERTARGETS)
  1418. {
  1419. graphics_->SetRenderTarget(index, (RenderSurface*)0);
  1420. ++index;
  1421. }
  1422. if (command.depthStencilName_.Length())
  1423. {
  1424. Texture* depthTexture = FindNamedTexture(command.depthStencilName_, true, false);
  1425. if (depthTexture)
  1426. {
  1427. useCustomDepth = true;
  1428. graphics_->SetDepthStencil(GetRenderSurfaceFromTexture(depthTexture));
  1429. }
  1430. }
  1431. // When rendering to the final destination rendertarget, use the actual viewport. Otherwise texture rendertargets will be
  1432. // viewport-sized, so they should use their full size as the viewport
  1433. IntVector2 rtSizeNow = graphics_->GetRenderTargetDimensions();
  1434. IntRect viewport = (currentRenderTarget_ == renderTarget_) ? viewRect_ : IntRect(0, 0, rtSizeNow.x_,
  1435. rtSizeNow.y_);
  1436. if (!useCustomDepth)
  1437. graphics_->SetDepthStencil(GetDepthStencil(graphics_->GetRenderTarget(0)));
  1438. graphics_->SetViewport(viewport);
  1439. graphics_->SetColorWrite(useColorWrite);
  1440. }
  1441. bool View::SetTextures(RenderPathCommand& command)
  1442. {
  1443. ResourceCache* cache = GetSubsystem<ResourceCache>();
  1444. bool allowDepthWrite = true;
  1445. for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
  1446. {
  1447. if (command.textureNames_[i].Empty())
  1448. continue;
  1449. // Bind the rendered output
  1450. if (!command.textureNames_[i].Compare("viewport", false))
  1451. {
  1452. graphics_->SetTexture(i, currentViewportTexture_);
  1453. continue;
  1454. }
  1455. #ifdef DESKTOP_GRAPHICS
  1456. Texture* texture = FindNamedTexture(command.textureNames_[i], false, i == TU_VOLUMEMAP);
  1457. #else
  1458. Texture* texture = FindNamedTexture(command.textureNames_[i], false, false);
  1459. #endif
  1460. if (texture)
  1461. {
  1462. graphics_->SetTexture(i, texture);
  1463. // Check if the current depth stencil is being sampled
  1464. if (graphics_->GetDepthStencil() && texture == graphics_->GetDepthStencil()->GetParentTexture())
  1465. allowDepthWrite = false;
  1466. }
  1467. else
  1468. {
  1469. // If requesting a texture fails, clear the texture name to prevent redundant attempts
  1470. command.textureNames_[i] = String::EMPTY;
  1471. }
  1472. }
  1473. return allowDepthWrite;
  1474. }
  1475. void View::RenderQuad(RenderPathCommand& command)
  1476. {
  1477. if (command.vertexShaderName_.Empty() || command.pixelShaderName_.Empty())
  1478. return;
  1479. // If shader can not be found, clear it from the command to prevent redundant attempts
  1480. ShaderVariation* vs = graphics_->GetShader(VS, command.vertexShaderName_, command.vertexShaderDefines_);
  1481. if (!vs)
  1482. command.vertexShaderName_ = String::EMPTY;
  1483. ShaderVariation* ps = graphics_->GetShader(PS, command.pixelShaderName_, command.pixelShaderDefines_);
  1484. if (!ps)
  1485. command.pixelShaderName_ = String::EMPTY;
  1486. // Set shaders & shader parameters and textures
  1487. graphics_->SetShaders(vs, ps);
  1488. const HashMap<StringHash, Variant>& parameters = command.shaderParameters_;
  1489. for (HashMap<StringHash, Variant>::ConstIterator k = parameters.Begin(); k != parameters.End(); ++k)
  1490. graphics_->SetShaderParameter(k->first_, k->second_);
  1491. SetGlobalShaderParameters();
  1492. SetCameraShaderParameters(camera_, false);
  1493. // During renderpath commands the G-Buffer or viewport texture is assumed to always be viewport-sized
  1494. IntRect viewport = graphics_->GetViewport();
  1495. IntVector2 viewSize = IntVector2(viewport.Width(), viewport.Height());
  1496. SetGBufferShaderParameters(viewSize, IntRect(0, 0, viewSize.x_, viewSize.y_));
  1497. // Set per-rendertarget inverse size / offset shader parameters as necessary
  1498. for (unsigned i = 0; i < renderPath_->renderTargets_.Size(); ++i)
  1499. {
  1500. const RenderTargetInfo& rtInfo = renderPath_->renderTargets_[i];
  1501. if (!rtInfo.enabled_)
  1502. continue;
  1503. StringHash nameHash(rtInfo.name_);
  1504. if (!renderTargets_.Contains(nameHash))
  1505. continue;
  1506. String invSizeName = rtInfo.name_ + "InvSize";
  1507. String offsetsName = rtInfo.name_ + "Offsets";
  1508. float width = (float)renderTargets_[nameHash]->GetWidth();
  1509. float height = (float)renderTargets_[nameHash]->GetHeight();
  1510. const Vector2& pixelUVOffset = Graphics::GetPixelUVOffset();
  1511. graphics_->SetShaderParameter(invSizeName, Vector2(1.0f / width, 1.0f / height));
  1512. graphics_->SetShaderParameter(offsetsName, Vector2(pixelUVOffset.x_ / width, pixelUVOffset.y_ / height));
  1513. }
  1514. graphics_->SetBlendMode(BLEND_REPLACE);
  1515. graphics_->SetDepthTest(CMP_ALWAYS);
  1516. graphics_->SetDepthWrite(false);
  1517. graphics_->SetFillMode(FILL_SOLID);
  1518. graphics_->SetClipPlane(false);
  1519. graphics_->SetScissorTest(false);
  1520. graphics_->SetStencilTest(false);
  1521. DrawFullscreenQuad(false);
  1522. }
  1523. bool View::IsNecessary(const RenderPathCommand& command)
  1524. {
  1525. return command.enabled_ && command.outputs_.Size() && (command.type_ != CMD_SCENEPASS ||
  1526. !batchQueues_[command.passIndex_].IsEmpty());
  1527. }
  1528. bool View::CheckViewportRead(const RenderPathCommand& command)
  1529. {
  1530. for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
  1531. {
  1532. if (!command.textureNames_[i].Empty() && !command.textureNames_[i].Compare("viewport", false))
  1533. return true;
  1534. }
  1535. return false;
  1536. }
  1537. bool View::CheckViewportWrite(const RenderPathCommand& command)
  1538. {
  1539. for (unsigned i = 0; i < command.outputs_.Size(); ++i)
  1540. {
  1541. if (!command.outputs_[i].first_.Compare("viewport", false))
  1542. return true;
  1543. }
  1544. return false;
  1545. }
  1546. bool View::CheckPingpong(unsigned index)
  1547. {
  1548. // Current command must be a viewport-reading & writing quad to begin the pingpong chain
  1549. RenderPathCommand& current = renderPath_->commands_[index];
  1550. if (current.type_ != CMD_QUAD || !CheckViewportRead(current) || !CheckViewportWrite(current))
  1551. return false;
  1552. // If there are commands other than quads that target the viewport, we must keep rendering to the final target and resolving
  1553. // to a viewport texture when necessary instead of pingponging, as a scene pass is not guaranteed to fill the entire viewport
  1554. for (unsigned i = index + 1; i < renderPath_->commands_.Size(); ++i)
  1555. {
  1556. RenderPathCommand& command = renderPath_->commands_[i];
  1557. if (!IsNecessary(command))
  1558. continue;
  1559. if (CheckViewportWrite(command))
  1560. {
  1561. if (command.type_ != CMD_QUAD)
  1562. return false;
  1563. }
  1564. }
  1565. return true;
  1566. }
  1567. void View::AllocateScreenBuffers()
  1568. {
  1569. bool needSubstitute = false;
  1570. unsigned numViewportTextures = 0;
  1571. depthOnlyDummyTexture_ = 0;
  1572. #ifdef ATOMIC_OPENGL
  1573. // Due to FBO limitations, in OpenGL deferred modes need to render to texture first and then blit to the backbuffer
  1574. // Also, if rendering to a texture with full deferred rendering, it must be RGBA to comply with the rest of the buffers,
  1575. // unless using OpenGL 3
  1576. if ((deferred_ && !renderTarget_) || (!Graphics::GetGL3Support() && deferredAmbient_ && renderTarget_ &&
  1577. renderTarget_->GetParentTexture()->GetFormat() != Graphics::GetRGBAFormat()))
  1578. needSubstitute = true;
  1579. // Also need substitute if rendering to backbuffer using a custom (readable) depth buffer
  1580. if (!renderTarget_ && !needSubstitute)
  1581. {
  1582. for (unsigned i = 0; i < renderPath_->commands_.Size(); ++i)
  1583. {
  1584. const RenderPathCommand& command = renderPath_->commands_[i];
  1585. if (!IsNecessary(command))
  1586. continue;
  1587. if (command.depthStencilName_.Length() && command.outputs_.Size() && !command.outputs_[0].first_.Compare("viewport",
  1588. false))
  1589. {
  1590. needSubstitute = true;
  1591. break;
  1592. }
  1593. }
  1594. }
  1595. #endif
  1596. // If backbuffer is antialiased when using deferred rendering, need to reserve a buffer
  1597. if (deferred_ && !renderTarget_ && graphics_->GetMultiSample() > 1)
  1598. needSubstitute = true;
  1599. // If viewport is smaller than whole texture/backbuffer in deferred rendering, need to reserve a buffer, as the G-buffer
  1600. // textures will be sized equal to the viewport
  1601. if (viewSize_.x_ < rtSize_.x_ || viewSize_.y_ < rtSize_.y_)
  1602. {
  1603. if (deferred_)
  1604. needSubstitute = true;
  1605. else if (!needSubstitute)
  1606. {
  1607. // Check also if using MRT without deferred rendering and rendering to the viewport and another texture,
  1608. // or using custom depth
  1609. for (unsigned i = 0; i < renderPath_->commands_.Size(); ++i)
  1610. {
  1611. const RenderPathCommand& command = renderPath_->commands_[i];
  1612. if (!IsNecessary(command))
  1613. continue;
  1614. if (command.depthStencilName_.Length())
  1615. needSubstitute = true;
  1616. if (!needSubstitute && command.outputs_.Size() > 1)
  1617. {
  1618. for (unsigned j = 0; j < command.outputs_.Size(); ++j)
  1619. {
  1620. if (!command.outputs_[j].first_.Compare("viewport", false))
  1621. {
  1622. needSubstitute = true;
  1623. break;
  1624. }
  1625. }
  1626. }
  1627. if (needSubstitute)
  1628. break;
  1629. }
  1630. }
  1631. }
  1632. // Follow final rendertarget format, or use RGB to match the backbuffer format
  1633. unsigned format = renderTarget_ ? renderTarget_->GetParentTexture()->GetFormat() : Graphics::GetRGBFormat();
  1634. // If HDR rendering is enabled use RGBA16f and reserve a buffer
  1635. if (renderer_->GetHDRRendering())
  1636. {
  1637. format = Graphics::GetRGBAFloat16Format();
  1638. needSubstitute = true;
  1639. }
  1640. #ifdef ATOMIC_OPENGL
  1641. // On OpenGL 2 ensure that all MRT buffers are RGBA in deferred rendering
  1642. if (deferred_ && !renderer_->GetHDRRendering() && !Graphics::GetGL3Support())
  1643. format = Graphics::GetRGBAFormat();
  1644. #endif
  1645. // Check for commands which read the viewport, or pingpong between viewport textures
  1646. bool hasViewportRead = false;
  1647. bool hasPingpong = false;
  1648. for (unsigned i = 0; i < renderPath_->commands_.Size(); ++i)
  1649. {
  1650. const RenderPathCommand& command = renderPath_->commands_[i];
  1651. if (!IsNecessary(command))
  1652. continue;
  1653. if (CheckViewportRead(command))
  1654. hasViewportRead = true;
  1655. if (!hasPingpong && CheckPingpong(i))
  1656. hasPingpong = true;
  1657. }
  1658. if (hasViewportRead)
  1659. {
  1660. ++numViewportTextures;
  1661. // If OpenGL ES, use substitute target to avoid resolve from the backbuffer, which may be slow. However if multisampling
  1662. // is specified, there is no choice
  1663. #ifdef GL_ES_VERSION_2_0
  1664. if (!renderTarget_ && graphics_->GetMultiSample() < 2)
  1665. needSubstitute = true;
  1666. #endif
  1667. // If we have viewport read and target is a cube map, must allocate a substitute target instead as BlitFramebuffer()
  1668. // does not support reading a cube map
  1669. if (renderTarget_ && renderTarget_->GetParentTexture()->GetType() == TextureCube::GetTypeStatic())
  1670. needSubstitute = true;
  1671. // If rendering to a texture, but the viewport is less than the whole texture, use a substitute to ensure
  1672. // postprocessing shaders will never read outside the viewport
  1673. if (renderTarget_ && (viewSize_.x_ < renderTarget_->GetWidth() || viewSize_.y_ < renderTarget_->GetHeight()))
  1674. needSubstitute = true;
  1675. if (hasPingpong && !needSubstitute)
  1676. ++numViewportTextures;
  1677. }
  1678. // Allocate screen buffers with filtering active in case the quad commands need that
  1679. // Follow the sRGB mode of the destination render target
  1680. bool sRGB = renderTarget_ ? renderTarget_->GetParentTexture()->GetSRGB() : graphics_->GetSRGB();
  1681. substituteRenderTarget_ = needSubstitute ? GetRenderSurfaceFromTexture(renderer_->GetScreenBuffer(viewSize_.x_, viewSize_.y_,
  1682. format, false, true, sRGB)) : (RenderSurface*)0;
  1683. for (unsigned i = 0; i < MAX_VIEWPORT_TEXTURES; ++i)
  1684. {
  1685. viewportTextures_[i] = i < numViewportTextures ? renderer_->GetScreenBuffer(viewSize_.x_, viewSize_.y_, format, false, true, sRGB) :
  1686. (Texture*)0;
  1687. }
  1688. // If using a substitute render target and pingponging, the substitute can act as the second viewport texture
  1689. if (numViewportTextures == 1 && substituteRenderTarget_)
  1690. viewportTextures_[1] = substituteRenderTarget_->GetParentTexture();
  1691. // Allocate extra render targets defined by the rendering path
  1692. for (unsigned i = 0; i < renderPath_->renderTargets_.Size(); ++i)
  1693. {
  1694. const RenderTargetInfo& rtInfo = renderPath_->renderTargets_[i];
  1695. if (!rtInfo.enabled_)
  1696. continue;
  1697. float width = rtInfo.size_.x_;
  1698. float height = rtInfo.size_.y_;
  1699. if (rtInfo.sizeMode_ == SIZE_VIEWPORTDIVISOR)
  1700. {
  1701. width = (float)viewSize_.x_ / Max(width, M_EPSILON);
  1702. height = (float)viewSize_.y_ / Max(height, M_EPSILON);
  1703. }
  1704. else if (rtInfo.sizeMode_ == SIZE_VIEWPORTMULTIPLIER)
  1705. {
  1706. width = (float)viewSize_.x_ * width;
  1707. height = (float)viewSize_.y_ * height;
  1708. }
  1709. int intWidth = (int)(width + 0.5f);
  1710. int intHeight = (int)(height + 0.5f);
  1711. // If the rendertarget is persistent, key it with a hash derived from the RT name and the view's pointer
  1712. renderTargets_[rtInfo.name_] = renderer_->GetScreenBuffer(intWidth, intHeight, rtInfo.format_, rtInfo.cubemap_, rtInfo.filtered_,
  1713. rtInfo.sRGB_, rtInfo.persistent_ ? StringHash(rtInfo.name_).Value() + (unsigned)(size_t)this : 0);
  1714. }
  1715. }
  1716. void View::BlitFramebuffer(Texture* source, RenderSurface* destination, bool depthWrite)
  1717. {
  1718. if (!source)
  1719. return;
  1720. PROFILE(BlitFramebuffer);
  1721. // If blitting to the destination rendertarget, use the actual viewport. Intermediate textures on the other hand
  1722. // are always viewport-sized
  1723. IntVector2 srcSize(source->GetWidth(), source->GetHeight());
  1724. IntVector2 destSize = destination ? IntVector2(destination->GetWidth(), destination->GetHeight()) : IntVector2(
  1725. graphics_->GetWidth(), graphics_->GetHeight());
  1726. IntRect srcRect = (GetRenderSurfaceFromTexture(source) == renderTarget_) ? viewRect_ : IntRect(0, 0, srcSize.x_, srcSize.y_);
  1727. IntRect destRect = (destination == renderTarget_) ? viewRect_ : IntRect(0, 0, destSize.x_, destSize.y_);
  1728. graphics_->SetBlendMode(BLEND_REPLACE);
  1729. graphics_->SetDepthTest(CMP_ALWAYS);
  1730. graphics_->SetDepthWrite(depthWrite);
  1731. graphics_->SetFillMode(FILL_SOLID);
  1732. graphics_->SetClipPlane(false);
  1733. graphics_->SetScissorTest(false);
  1734. graphics_->SetStencilTest(false);
  1735. graphics_->SetRenderTarget(0, destination);
  1736. for (unsigned i = 1; i < MAX_RENDERTARGETS; ++i)
  1737. graphics_->SetRenderTarget(i, (RenderSurface*)0);
  1738. graphics_->SetDepthStencil(GetDepthStencil(destination));
  1739. graphics_->SetViewport(destRect);
  1740. static const String shaderName("CopyFramebuffer");
  1741. graphics_->SetShaders(graphics_->GetShader(VS, shaderName), graphics_->GetShader(PS, shaderName));
  1742. SetGBufferShaderParameters(srcSize, srcRect);
  1743. graphics_->SetTexture(TU_DIFFUSE, source);
  1744. DrawFullscreenQuad(false);
  1745. }
  1746. void View::DrawFullscreenQuad(bool nearQuad)
  1747. {
  1748. Geometry* geometry = renderer_->GetQuadGeometry();
  1749. Matrix3x4 model = Matrix3x4::IDENTITY;
  1750. Matrix4 projection = Matrix4::IDENTITY;
  1751. #ifdef ATOMIC_OPENGL
  1752. if (camera_ && camera_->GetFlipVertical())
  1753. projection.m11_ = -1.0f;
  1754. model.m23_ = nearQuad ? -1.0f : 1.0f;
  1755. #else
  1756. model.m23_ = nearQuad ? 0.0f : 1.0f;
  1757. #endif
  1758. graphics_->SetCullMode(CULL_NONE);
  1759. graphics_->SetShaderParameter(VSP_MODEL, model);
  1760. graphics_->SetShaderParameter(VSP_VIEWPROJ, projection);
  1761. graphics_->ClearTransformSources();
  1762. geometry->Draw(graphics_);
  1763. }
  1764. void View::UpdateOccluders(PODVector<Drawable*>& occluders, Camera* camera)
  1765. {
  1766. float occluderSizeThreshold_ = renderer_->GetOccluderSizeThreshold();
  1767. float halfViewSize = camera->GetHalfViewSize();
  1768. float invOrthoSize = 1.0f / camera->GetOrthoSize();
  1769. for (PODVector<Drawable*>::Iterator i = occluders.Begin(); i != occluders.End();)
  1770. {
  1771. Drawable* occluder = *i;
  1772. bool erase = false;
  1773. if (!occluder->IsInView(frame_, true))
  1774. occluder->UpdateBatches(frame_);
  1775. // Check occluder's draw distance (in main camera view)
  1776. float maxDistance = occluder->GetDrawDistance();
  1777. if (maxDistance <= 0.0f || occluder->GetDistance() <= maxDistance)
  1778. {
  1779. // Check that occluder is big enough on the screen
  1780. const BoundingBox& box = occluder->GetWorldBoundingBox();
  1781. float diagonal = box.Size().Length();
  1782. float compare;
  1783. if (!camera->IsOrthographic())
  1784. compare = diagonal * halfViewSize / occluder->GetDistance();
  1785. else
  1786. compare = diagonal * invOrthoSize;
  1787. if (compare < occluderSizeThreshold_)
  1788. erase = true;
  1789. else
  1790. {
  1791. // Store amount of triangles divided by screen size as a sorting key
  1792. // (best occluders are big and have few triangles)
  1793. occluder->SetSortValue((float)occluder->GetNumOccluderTriangles() / compare);
  1794. }
  1795. }
  1796. else
  1797. erase = true;
  1798. if (erase)
  1799. i = occluders.Erase(i);
  1800. else
  1801. ++i;
  1802. }
  1803. // Sort occluders so that if triangle budget is exceeded, best occluders have been drawn
  1804. if (occluders.Size())
  1805. Sort(occluders.Begin(), occluders.End(), CompareDrawables);
  1806. }
  1807. void View::DrawOccluders(OcclusionBuffer* buffer, const PODVector<Drawable*>& occluders)
  1808. {
  1809. buffer->SetMaxTriangles(maxOccluderTriangles_);
  1810. buffer->Clear();
  1811. for (unsigned i = 0; i < occluders.Size(); ++i)
  1812. {
  1813. Drawable* occluder = occluders[i];
  1814. if (i > 0)
  1815. {
  1816. // For subsequent occluders, do a test against the pixel-level occlusion buffer to see if rendering is necessary
  1817. if (!buffer->IsVisible(occluder->GetWorldBoundingBox()))
  1818. continue;
  1819. }
  1820. // Check for running out of triangles
  1821. if (!occluder->DrawOcclusion(buffer))
  1822. break;
  1823. }
  1824. buffer->BuildDepthHierarchy();
  1825. }
  1826. void View::ProcessLight(LightQueryResult& query, unsigned threadIndex)
  1827. {
  1828. Light* light = query.light_;
  1829. LightType type = light->GetLightType();
  1830. const Frustum& frustum = camera_->GetFrustum();
  1831. // Check if light should be shadowed
  1832. bool isShadowed = drawShadows_ && light->GetCastShadows() && !light->GetPerVertex() && light->GetShadowIntensity() < 1.0f;
  1833. // If shadow distance non-zero, check it
  1834. if (isShadowed && light->GetShadowDistance() > 0.0f && light->GetDistance() > light->GetShadowDistance())
  1835. isShadowed = false;
  1836. // OpenGL ES can not support point light shadows
  1837. #ifdef GL_ES_VERSION_2_0
  1838. if (isShadowed && type == LIGHT_POINT)
  1839. isShadowed = false;
  1840. #endif
  1841. // Get lit geometries. They must match the light mask and be inside the main camera frustum to be considered
  1842. PODVector<Drawable*>& tempDrawables = tempDrawables_[threadIndex];
  1843. query.litGeometries_.Clear();
  1844. switch (type)
  1845. {
  1846. case LIGHT_DIRECTIONAL:
  1847. for (unsigned i = 0; i < geometries_.Size(); ++i)
  1848. {
  1849. if (GetLightMask(geometries_[i]) & light->GetLightMask())
  1850. query.litGeometries_.Push(geometries_[i]);
  1851. }
  1852. break;
  1853. case LIGHT_SPOT:
  1854. {
  1855. FrustumOctreeQuery octreeQuery(tempDrawables, light->GetFrustum(), DRAWABLE_GEOMETRY,
  1856. camera_->GetViewMask());
  1857. octree_->GetDrawables(octreeQuery);
  1858. for (unsigned i = 0; i < tempDrawables.Size(); ++i)
  1859. {
  1860. if (tempDrawables[i]->IsInView(frame_) && (GetLightMask(tempDrawables[i]) & light->GetLightMask()))
  1861. query.litGeometries_.Push(tempDrawables[i]);
  1862. }
  1863. }
  1864. break;
  1865. case LIGHT_POINT:
  1866. {
  1867. SphereOctreeQuery octreeQuery(tempDrawables, Sphere(light->GetNode()->GetWorldPosition(), light->GetRange()),
  1868. DRAWABLE_GEOMETRY, camera_->GetViewMask());
  1869. octree_->GetDrawables(octreeQuery);
  1870. for (unsigned i = 0; i < tempDrawables.Size(); ++i)
  1871. {
  1872. if (tempDrawables[i]->IsInView(frame_) && (GetLightMask(tempDrawables[i]) & light->GetLightMask()))
  1873. query.litGeometries_.Push(tempDrawables[i]);
  1874. }
  1875. }
  1876. break;
  1877. }
  1878. // If no lit geometries or not shadowed, no need to process shadow cameras
  1879. if (query.litGeometries_.Empty() || !isShadowed)
  1880. {
  1881. query.numSplits_ = 0;
  1882. return;
  1883. }
  1884. // Determine number of shadow cameras and setup their initial positions
  1885. SetupShadowCameras(query);
  1886. // Process each split for shadow casters
  1887. query.shadowCasters_.Clear();
  1888. for (unsigned i = 0; i < query.numSplits_; ++i)
  1889. {
  1890. Camera* shadowCamera = query.shadowCameras_[i];
  1891. const Frustum& shadowCameraFrustum = shadowCamera->GetFrustum();
  1892. query.shadowCasterBegin_[i] = query.shadowCasterEnd_[i] = query.shadowCasters_.Size();
  1893. // For point light check that the face is visible: if not, can skip the split
  1894. if (type == LIGHT_POINT && frustum.IsInsideFast(BoundingBox(shadowCameraFrustum)) == OUTSIDE)
  1895. continue;
  1896. // For directional light check that the split is inside the visible scene: if not, can skip the split
  1897. if (type == LIGHT_DIRECTIONAL)
  1898. {
  1899. if (minZ_ > query.shadowFarSplits_[i])
  1900. continue;
  1901. if (maxZ_ < query.shadowNearSplits_[i])
  1902. continue;
  1903. // Reuse lit geometry query for all except directional lights
  1904. ShadowCasterOctreeQuery query(tempDrawables, shadowCameraFrustum, DRAWABLE_GEOMETRY,
  1905. camera_->GetViewMask());
  1906. octree_->GetDrawables(query);
  1907. }
  1908. // Check which shadow casters actually contribute to the shadowing
  1909. ProcessShadowCasters(query, tempDrawables, i);
  1910. }
  1911. // If no shadow casters, the light can be rendered unshadowed. At this point we have not allocated a shadow map yet, so the
  1912. // only cost has been the shadow camera setup & queries
  1913. if (query.shadowCasters_.Empty())
  1914. query.numSplits_ = 0;
  1915. }
  1916. void View::ProcessShadowCasters(LightQueryResult& query, const PODVector<Drawable*>& drawables, unsigned splitIndex)
  1917. {
  1918. Light* light = query.light_;
  1919. Camera* shadowCamera = query.shadowCameras_[splitIndex];
  1920. const Frustum& shadowCameraFrustum = shadowCamera->GetFrustum();
  1921. const Matrix3x4& lightView = shadowCamera->GetView();
  1922. const Matrix4& lightProj = shadowCamera->GetProjection();
  1923. LightType type = light->GetLightType();
  1924. query.shadowCasterBox_[splitIndex].defined_ = false;
  1925. // Transform scene frustum into shadow camera's view space for shadow caster visibility check. For point & spot lights,
  1926. // we can use the whole scene frustum. For directional lights, use the intersection of the scene frustum and the split
  1927. // frustum, so that shadow casters do not get rendered into unnecessary splits
  1928. Frustum lightViewFrustum;
  1929. if (type != LIGHT_DIRECTIONAL)
  1930. lightViewFrustum = camera_->GetSplitFrustum(minZ_, maxZ_).Transformed(lightView);
  1931. else
  1932. lightViewFrustum = camera_->GetSplitFrustum(Max(minZ_, query.shadowNearSplits_[splitIndex]),
  1933. Min(maxZ_, query.shadowFarSplits_[splitIndex])).Transformed(lightView);
  1934. BoundingBox lightViewFrustumBox(lightViewFrustum);
  1935. // Check for degenerate split frustum: in that case there is no need to get shadow casters
  1936. if (lightViewFrustum.vertices_[0] == lightViewFrustum.vertices_[4])
  1937. return;
  1938. BoundingBox lightViewBox;
  1939. BoundingBox lightProjBox;
  1940. for (PODVector<Drawable*>::ConstIterator i = drawables.Begin(); i != drawables.End(); ++i)
  1941. {
  1942. Drawable* drawable = *i;
  1943. // In case this is a point or spot light query result reused for optimization, we may have non-shadowcasters included.
  1944. // Check for that first
  1945. if (!drawable->GetCastShadows())
  1946. continue;
  1947. // Check shadow mask
  1948. if (!(GetShadowMask(drawable) & light->GetLightMask()))
  1949. continue;
  1950. // For point light, check that this drawable is inside the split shadow camera frustum
  1951. if (type == LIGHT_POINT && shadowCameraFrustum.IsInsideFast(drawable->GetWorldBoundingBox()) == OUTSIDE)
  1952. continue;
  1953. // Check shadow distance
  1954. // Note: as lights are processed threaded, it is possible a drawable's UpdateBatches() function is called several
  1955. // times. However, this should not cause problems as no scene modification happens at this point.
  1956. if (!drawable->IsInView(frame_, true))
  1957. drawable->UpdateBatches(frame_);
  1958. float maxShadowDistance = drawable->GetShadowDistance();
  1959. float drawDistance = drawable->GetDrawDistance();
  1960. if (drawDistance > 0.0f && (maxShadowDistance <= 0.0f || drawDistance < maxShadowDistance))
  1961. maxShadowDistance = drawDistance;
  1962. if (maxShadowDistance > 0.0f && drawable->GetDistance() > maxShadowDistance)
  1963. continue;
  1964. // Project shadow caster bounding box to light view space for visibility check
  1965. lightViewBox = drawable->GetWorldBoundingBox().Transformed(lightView);
  1966. if (IsShadowCasterVisible(drawable, lightViewBox, shadowCamera, lightView, lightViewFrustum, lightViewFrustumBox))
  1967. {
  1968. // Merge to shadow caster bounding box (only needed for focused spot lights) and add to the list
  1969. if (type == LIGHT_SPOT && light->GetShadowFocus().focus_)
  1970. {
  1971. lightProjBox = lightViewBox.Projected(lightProj);
  1972. query.shadowCasterBox_[splitIndex].Merge(lightProjBox);
  1973. }
  1974. query.shadowCasters_.Push(drawable);
  1975. }
  1976. }
  1977. query.shadowCasterEnd_[splitIndex] = query.shadowCasters_.Size();
  1978. }
  1979. bool View::IsShadowCasterVisible(Drawable* drawable, BoundingBox lightViewBox, Camera* shadowCamera, const Matrix3x4& lightView,
  1980. const Frustum& lightViewFrustum, const BoundingBox& lightViewFrustumBox)
  1981. {
  1982. if (shadowCamera->IsOrthographic())
  1983. {
  1984. // Extrude the light space bounding box up to the far edge of the frustum's light space bounding box
  1985. lightViewBox.max_.z_ = Max(lightViewBox.max_.z_,lightViewFrustumBox.max_.z_);
  1986. return lightViewFrustum.IsInsideFast(lightViewBox) != OUTSIDE;
  1987. }
  1988. else
  1989. {
  1990. // If light is not directional, can do a simple check: if object is visible, its shadow is too
  1991. if (drawable->IsInView(frame_))
  1992. return true;
  1993. // For perspective lights, extrusion direction depends on the position of the shadow caster
  1994. Vector3 center = lightViewBox.Center();
  1995. Ray extrusionRay(center, center);
  1996. float extrusionDistance = shadowCamera->GetFarClip();
  1997. float originalDistance = Clamp(center.Length(), M_EPSILON, extrusionDistance);
  1998. // Because of the perspective, the bounding box must also grow when it is extruded to the distance
  1999. float sizeFactor = extrusionDistance / originalDistance;
  2000. // Calculate the endpoint box and merge it to the original. Because it's axis-aligned, it will be larger
  2001. // than necessary, so the test will be conservative
  2002. Vector3 newCenter = extrusionDistance * extrusionRay.direction_;
  2003. Vector3 newHalfSize = lightViewBox.Size() * sizeFactor * 0.5f;
  2004. BoundingBox extrudedBox(newCenter - newHalfSize, newCenter + newHalfSize);
  2005. lightViewBox.Merge(extrudedBox);
  2006. return lightViewFrustum.IsInsideFast(lightViewBox) != OUTSIDE;
  2007. }
  2008. }
  2009. IntRect View::GetShadowMapViewport(Light* light, unsigned splitIndex, Texture2D* shadowMap)
  2010. {
  2011. unsigned width = shadowMap->GetWidth();
  2012. unsigned height = shadowMap->GetHeight();
  2013. switch (light->GetLightType())
  2014. {
  2015. case LIGHT_DIRECTIONAL:
  2016. {
  2017. int numSplits = light->GetNumShadowSplits();
  2018. if (numSplits == 1)
  2019. return IntRect(0, 0, width, height);
  2020. else if (numSplits == 2)
  2021. return IntRect(splitIndex * width / 2, 0, (splitIndex + 1) * width / 2, height);
  2022. else
  2023. return IntRect((splitIndex & 1) * width / 2, (splitIndex / 2) * height / 2, ((splitIndex & 1) + 1) * width / 2,
  2024. (splitIndex / 2 + 1) * height / 2);
  2025. }
  2026. case LIGHT_SPOT:
  2027. return IntRect(0, 0, width, height);
  2028. case LIGHT_POINT:
  2029. return IntRect((splitIndex & 1) * width / 2, (splitIndex / 2) * height / 3, ((splitIndex & 1) + 1) * width / 2,
  2030. (splitIndex / 2 + 1) * height / 3);
  2031. }
  2032. return IntRect();
  2033. }
  2034. void View::SetupShadowCameras(LightQueryResult& query)
  2035. {
  2036. Light* light = query.light_;
  2037. int splits = 0;
  2038. switch (light->GetLightType())
  2039. {
  2040. case LIGHT_DIRECTIONAL:
  2041. {
  2042. const CascadeParameters& cascade = light->GetShadowCascade();
  2043. float nearSplit = camera_->GetNearClip();
  2044. float farSplit;
  2045. int numSplits = light->GetNumShadowSplits();
  2046. while (splits < numSplits)
  2047. {
  2048. // If split is completely beyond camera far clip, we are done
  2049. if (nearSplit > camera_->GetFarClip())
  2050. break;
  2051. farSplit = Min(camera_->GetFarClip(), cascade.splits_[splits]);
  2052. if (farSplit <= nearSplit)
  2053. break;
  2054. // Setup the shadow camera for the split
  2055. Camera* shadowCamera = renderer_->GetShadowCamera();
  2056. query.shadowCameras_[splits] = shadowCamera;
  2057. query.shadowNearSplits_[splits] = nearSplit;
  2058. query.shadowFarSplits_[splits] = farSplit;
  2059. SetupDirLightShadowCamera(shadowCamera, light, nearSplit, farSplit);
  2060. nearSplit = farSplit;
  2061. ++splits;
  2062. }
  2063. }
  2064. break;
  2065. case LIGHT_SPOT:
  2066. {
  2067. Camera* shadowCamera = renderer_->GetShadowCamera();
  2068. query.shadowCameras_[0] = shadowCamera;
  2069. Node* cameraNode = shadowCamera->GetNode();
  2070. Node* lightNode = light->GetNode();
  2071. cameraNode->SetTransform(lightNode->GetWorldPosition(), lightNode->GetWorldRotation());
  2072. shadowCamera->SetNearClip(light->GetShadowNearFarRatio() * light->GetRange());
  2073. shadowCamera->SetFarClip(light->GetRange());
  2074. shadowCamera->SetFov(light->GetFov());
  2075. shadowCamera->SetAspectRatio(light->GetAspectRatio());
  2076. splits = 1;
  2077. }
  2078. break;
  2079. case LIGHT_POINT:
  2080. {
  2081. for (unsigned i = 0; i < MAX_CUBEMAP_FACES; ++i)
  2082. {
  2083. Camera* shadowCamera = renderer_->GetShadowCamera();
  2084. query.shadowCameras_[i] = shadowCamera;
  2085. Node* cameraNode = shadowCamera->GetNode();
  2086. // When making a shadowed point light, align the splits along X, Y and Z axes regardless of light rotation
  2087. cameraNode->SetPosition(light->GetNode()->GetWorldPosition());
  2088. cameraNode->SetDirection(*directions[i]);
  2089. shadowCamera->SetNearClip(light->GetShadowNearFarRatio() * light->GetRange());
  2090. shadowCamera->SetFarClip(light->GetRange());
  2091. shadowCamera->SetFov(90.0f);
  2092. shadowCamera->SetAspectRatio(1.0f);
  2093. }
  2094. splits = MAX_CUBEMAP_FACES;
  2095. }
  2096. break;
  2097. }
  2098. query.numSplits_ = splits;
  2099. }
  2100. void View::SetupDirLightShadowCamera(Camera* shadowCamera, Light* light, float nearSplit, float farSplit)
  2101. {
  2102. Node* shadowCameraNode = shadowCamera->GetNode();
  2103. Node* lightNode = light->GetNode();
  2104. float extrusionDistance = camera_->GetFarClip();
  2105. const FocusParameters& parameters = light->GetShadowFocus();
  2106. // Calculate initial position & rotation
  2107. Vector3 pos = cameraNode_->GetWorldPosition() - extrusionDistance * lightNode->GetWorldDirection();
  2108. shadowCameraNode->SetTransform(pos, lightNode->GetWorldRotation());
  2109. // Calculate main camera shadowed frustum in light's view space
  2110. farSplit = Min(farSplit, camera_->GetFarClip());
  2111. // Use the scene Z bounds to limit frustum size if applicable
  2112. if (parameters.focus_)
  2113. {
  2114. nearSplit = Max(minZ_, nearSplit);
  2115. farSplit = Min(maxZ_, farSplit);
  2116. }
  2117. Frustum splitFrustum = camera_->GetSplitFrustum(nearSplit, farSplit);
  2118. Polyhedron frustumVolume;
  2119. frustumVolume.Define(splitFrustum);
  2120. // If focusing enabled, clip the frustum volume by the combined bounding box of the lit geometries within the frustum
  2121. if (parameters.focus_)
  2122. {
  2123. BoundingBox litGeometriesBox;
  2124. for (unsigned i = 0; i < geometries_.Size(); ++i)
  2125. {
  2126. Drawable* drawable = geometries_[i];
  2127. if (drawable->GetMinZ() <= farSplit && drawable->GetMaxZ() >= nearSplit &&
  2128. (GetLightMask(drawable) & light->GetLightMask()))
  2129. litGeometriesBox.Merge(drawable->GetWorldBoundingBox());
  2130. }
  2131. if (litGeometriesBox.defined_)
  2132. {
  2133. frustumVolume.Clip(litGeometriesBox);
  2134. // If volume became empty, restore it to avoid zero size
  2135. if (frustumVolume.Empty())
  2136. frustumVolume.Define(splitFrustum);
  2137. }
  2138. }
  2139. // Transform frustum volume to light space
  2140. const Matrix3x4& lightView = shadowCamera->GetView();
  2141. frustumVolume.Transform(lightView);
  2142. // Fit the frustum volume inside a bounding box. If uniform size, use a sphere instead
  2143. BoundingBox shadowBox;
  2144. if (!parameters.nonUniform_)
  2145. shadowBox.Define(Sphere(frustumVolume));
  2146. else
  2147. shadowBox.Define(frustumVolume);
  2148. shadowCamera->SetOrthographic(true);
  2149. shadowCamera->SetAspectRatio(1.0f);
  2150. shadowCamera->SetNearClip(0.0f);
  2151. shadowCamera->SetFarClip(shadowBox.max_.z_);
  2152. // Center shadow camera on the bounding box. Can not snap to texels yet as the shadow map viewport is unknown
  2153. QuantizeDirLightShadowCamera(shadowCamera, light, IntRect(0, 0, 0, 0), shadowBox);
  2154. }
  2155. void View::FinalizeShadowCamera(Camera* shadowCamera, Light* light, const IntRect& shadowViewport,
  2156. const BoundingBox& shadowCasterBox)
  2157. {
  2158. const FocusParameters& parameters = light->GetShadowFocus();
  2159. float shadowMapWidth = (float)(shadowViewport.Width());
  2160. LightType type = light->GetLightType();
  2161. if (type == LIGHT_DIRECTIONAL)
  2162. {
  2163. BoundingBox shadowBox;
  2164. shadowBox.max_.y_ = shadowCamera->GetOrthoSize() * 0.5f;
  2165. shadowBox.max_.x_ = shadowCamera->GetAspectRatio() * shadowBox.max_.y_;
  2166. shadowBox.min_.y_ = -shadowBox.max_.y_;
  2167. shadowBox.min_.x_ = -shadowBox.max_.x_;
  2168. // Requantize and snap to shadow map texels
  2169. QuantizeDirLightShadowCamera(shadowCamera, light, shadowViewport, shadowBox);
  2170. }
  2171. if (type == LIGHT_SPOT && parameters.focus_)
  2172. {
  2173. float viewSizeX = Max(Abs(shadowCasterBox.min_.x_), Abs(shadowCasterBox.max_.x_));
  2174. float viewSizeY = Max(Abs(shadowCasterBox.min_.y_), Abs(shadowCasterBox.max_.y_));
  2175. float viewSize = Max(viewSizeX, viewSizeY);
  2176. // Scale the quantization parameters, because view size is in projection space (-1.0 - 1.0)
  2177. float invOrthoSize = 1.0f / shadowCamera->GetOrthoSize();
  2178. float quantize = parameters.quantize_ * invOrthoSize;
  2179. float minView = parameters.minView_ * invOrthoSize;
  2180. viewSize = Max(ceilf(viewSize / quantize) * quantize, minView);
  2181. if (viewSize < 1.0f)
  2182. shadowCamera->SetZoom(1.0f / viewSize);
  2183. }
  2184. // Perform a finalization step for all lights: ensure zoom out of 2 pixels to eliminate border filtering issues
  2185. // For point lights use 4 pixels, as they must not cross sides of the virtual cube map (maximum 3x3 PCF)
  2186. if (shadowCamera->GetZoom() >= 1.0f)
  2187. {
  2188. if (light->GetLightType() != LIGHT_POINT)
  2189. shadowCamera->SetZoom(shadowCamera->GetZoom() * ((shadowMapWidth - 2.0f) / shadowMapWidth));
  2190. else
  2191. {
  2192. #ifdef ATOMIC_OPENGL
  2193. shadowCamera->SetZoom(shadowCamera->GetZoom() * ((shadowMapWidth - 3.0f) / shadowMapWidth));
  2194. #else
  2195. shadowCamera->SetZoom(shadowCamera->GetZoom() * ((shadowMapWidth - 4.0f) / shadowMapWidth));
  2196. #endif
  2197. }
  2198. }
  2199. }
  2200. void View::QuantizeDirLightShadowCamera(Camera* shadowCamera, Light* light, const IntRect& shadowViewport,
  2201. const BoundingBox& viewBox)
  2202. {
  2203. Node* shadowCameraNode = shadowCamera->GetNode();
  2204. const FocusParameters& parameters = light->GetShadowFocus();
  2205. float shadowMapWidth = (float)(shadowViewport.Width());
  2206. float minX = viewBox.min_.x_;
  2207. float minY = viewBox.min_.y_;
  2208. float maxX = viewBox.max_.x_;
  2209. float maxY = viewBox.max_.y_;
  2210. Vector2 center((minX + maxX) * 0.5f, (minY + maxY) * 0.5f);
  2211. Vector2 viewSize(maxX - minX, maxY - minY);
  2212. // Quantize size to reduce swimming
  2213. // Note: if size is uniform and there is no focusing, quantization is unnecessary
  2214. if (parameters.nonUniform_)
  2215. {
  2216. viewSize.x_ = ceilf(sqrtf(viewSize.x_ / parameters.quantize_));
  2217. viewSize.y_ = ceilf(sqrtf(viewSize.y_ / parameters.quantize_));
  2218. viewSize.x_ = Max(viewSize.x_ * viewSize.x_ * parameters.quantize_, parameters.minView_);
  2219. viewSize.y_ = Max(viewSize.y_ * viewSize.y_ * parameters.quantize_, parameters.minView_);
  2220. }
  2221. else if (parameters.focus_)
  2222. {
  2223. viewSize.x_ = Max(viewSize.x_, viewSize.y_);
  2224. viewSize.x_ = ceilf(sqrtf(viewSize.x_ / parameters.quantize_));
  2225. viewSize.x_ = Max(viewSize.x_ * viewSize.x_ * parameters.quantize_, parameters.minView_);
  2226. viewSize.y_ = viewSize.x_;
  2227. }
  2228. shadowCamera->SetOrthoSize(viewSize);
  2229. // Center shadow camera to the view space bounding box
  2230. Quaternion rot(shadowCameraNode->GetWorldRotation());
  2231. Vector3 adjust(center.x_, center.y_, 0.0f);
  2232. shadowCameraNode->Translate(rot * adjust, TS_WORLD);
  2233. // If the shadow map viewport is known, snap to whole texels
  2234. if (shadowMapWidth > 0.0f)
  2235. {
  2236. Vector3 viewPos(rot.Inverse() * shadowCameraNode->GetWorldPosition());
  2237. // Take into account that shadow map border will not be used
  2238. float invActualSize = 1.0f / (shadowMapWidth - 2.0f);
  2239. Vector2 texelSize(viewSize.x_ * invActualSize, viewSize.y_ * invActualSize);
  2240. Vector3 snap(-fmodf(viewPos.x_, texelSize.x_), -fmodf(viewPos.y_, texelSize.y_), 0.0f);
  2241. shadowCameraNode->Translate(rot * snap, TS_WORLD);
  2242. }
  2243. }
  2244. void View::FindZone(Drawable* drawable)
  2245. {
  2246. Vector3 center = drawable->GetWorldBoundingBox().Center();
  2247. int bestPriority = M_MIN_INT;
  2248. Zone* newZone = 0;
  2249. // If bounding box center is in view, the zone assignment is conclusive also for next frames. Otherwise it is temporary
  2250. // (possibly incorrect) and must be re-evaluated on the next frame
  2251. bool temporary = !camera_->GetFrustum().IsInside(center);
  2252. // First check if the current zone remains a conclusive result
  2253. Zone* lastZone = drawable->GetZone();
  2254. if (lastZone && (lastZone->GetViewMask() & camera_->GetViewMask()) && lastZone->GetPriority() >= highestZonePriority_ &&
  2255. (drawable->GetZoneMask() & lastZone->GetZoneMask()) && lastZone->IsInside(center))
  2256. newZone = lastZone;
  2257. else
  2258. {
  2259. for (PODVector<Zone*>::Iterator i = zones_.Begin(); i != zones_.End(); ++i)
  2260. {
  2261. Zone* zone = *i;
  2262. int priority = zone->GetPriority();
  2263. if (priority > bestPriority && (drawable->GetZoneMask() & zone->GetZoneMask()) && zone->IsInside(center))
  2264. {
  2265. newZone = zone;
  2266. bestPriority = priority;
  2267. }
  2268. }
  2269. }
  2270. drawable->SetZone(newZone, temporary);
  2271. }
  2272. Technique* View::GetTechnique(Drawable* drawable, Material* material)
  2273. {
  2274. if (!material)
  2275. return renderer_->GetDefaultMaterial()->GetTechniques()[0].technique_;
  2276. const Vector<TechniqueEntry>& techniques = material->GetTechniques();
  2277. // If only one technique, no choice
  2278. if (techniques.Size() == 1)
  2279. return techniques[0].technique_;
  2280. else
  2281. {
  2282. float lodDistance = drawable->GetLodDistance();
  2283. // Check for suitable technique. Techniques should be ordered like this:
  2284. // Most distant & highest quality
  2285. // Most distant & lowest quality
  2286. // Second most distant & highest quality
  2287. // ...
  2288. for (unsigned i = 0; i < techniques.Size(); ++i)
  2289. {
  2290. const TechniqueEntry& entry = techniques[i];
  2291. Technique* tech = entry.technique_;
  2292. if (!tech || (!tech->IsSupported()) || materialQuality_ < entry.qualityLevel_)
  2293. continue;
  2294. if (lodDistance >= entry.lodDistance_)
  2295. return tech;
  2296. }
  2297. // If no suitable technique found, fallback to the last
  2298. return techniques.Size() ? techniques.Back().technique_ : (Technique*)0;
  2299. }
  2300. }
  2301. void View::CheckMaterialForAuxView(Material* material)
  2302. {
  2303. const HashMap<TextureUnit, SharedPtr<Texture> >& textures = material->GetTextures();
  2304. for (HashMap<TextureUnit, SharedPtr<Texture> >::ConstIterator i = textures.Begin(); i != textures.End(); ++i)
  2305. {
  2306. Texture* texture = i->second_.Get();
  2307. if (texture && texture->GetUsage() == TEXTURE_RENDERTARGET)
  2308. {
  2309. // Have to check cube & 2D textures separately
  2310. if (texture->GetType() == Texture2D::GetTypeStatic())
  2311. {
  2312. Texture2D* tex2D = static_cast<Texture2D*>(texture);
  2313. RenderSurface* target = tex2D->GetRenderSurface();
  2314. if (target && target->GetUpdateMode() == SURFACE_UPDATEVISIBLE)
  2315. target->QueueUpdate();
  2316. }
  2317. else if (texture->GetType() == TextureCube::GetTypeStatic())
  2318. {
  2319. TextureCube* texCube = static_cast<TextureCube*>(texture);
  2320. for (unsigned j = 0; j < MAX_CUBEMAP_FACES; ++j)
  2321. {
  2322. RenderSurface* target = texCube->GetRenderSurface((CubeMapFace)j);
  2323. if (target && target->GetUpdateMode() == SURFACE_UPDATEVISIBLE)
  2324. target->QueueUpdate();
  2325. }
  2326. }
  2327. }
  2328. }
  2329. // Flag as processed so we can early-out next time we come across this material on the same frame
  2330. material->MarkForAuxView(frame_.frameNumber_);
  2331. }
  2332. void View::AddBatchToQueue(BatchQueue& batchQueue, Batch& batch, Technique* tech, bool allowInstancing, bool allowShadows)
  2333. {
  2334. if (!batch.material_)
  2335. batch.material_ = renderer_->GetDefaultMaterial();
  2336. // Convert to instanced if possible
  2337. if (allowInstancing && batch.geometryType_ == GEOM_STATIC && batch.geometry_->GetIndexBuffer())
  2338. batch.geometryType_ = GEOM_INSTANCED;
  2339. if (batch.geometryType_ == GEOM_INSTANCED)
  2340. {
  2341. BatchGroupKey key(batch);
  2342. HashMap<BatchGroupKey, BatchGroup>::Iterator i = batchQueue.batchGroups_.Find(key);
  2343. if (i == batchQueue.batchGroups_.End())
  2344. {
  2345. // Create a new group based on the batch
  2346. // In case the group remains below the instancing limit, do not enable instancing shaders yet
  2347. BatchGroup newGroup(batch);
  2348. newGroup.geometryType_ = GEOM_STATIC;
  2349. renderer_->SetBatchShaders(newGroup, tech, allowShadows);
  2350. newGroup.CalculateSortKey();
  2351. i = batchQueue.batchGroups_.Insert(MakePair(key, newGroup));
  2352. }
  2353. int oldSize = i->second_.instances_.Size();
  2354. i->second_.AddTransforms(batch);
  2355. // Convert to using instancing shaders when the instancing limit is reached
  2356. if (oldSize < minInstances_ && (int)i->second_.instances_.Size() >= minInstances_)
  2357. {
  2358. i->second_.geometryType_ = GEOM_INSTANCED;
  2359. renderer_->SetBatchShaders(i->second_, tech, allowShadows);
  2360. i->second_.CalculateSortKey();
  2361. }
  2362. }
  2363. else
  2364. {
  2365. renderer_->SetBatchShaders(batch, tech, allowShadows);
  2366. batch.CalculateSortKey();
  2367. // If batch is static with multiple world transforms and cannot instance, we must push copies of the batch individually
  2368. if (batch.geometryType_ == GEOM_STATIC && batch.numWorldTransforms_ > 1)
  2369. {
  2370. unsigned numTransforms = batch.numWorldTransforms_;
  2371. batch.numWorldTransforms_ = 1;
  2372. for (unsigned i = 0; i < numTransforms; ++i)
  2373. {
  2374. // Move the transform pointer to generate copies of the batch which only refer to 1 world transform
  2375. batchQueue.batches_.Push(batch);
  2376. ++batch.worldTransform_;
  2377. }
  2378. }
  2379. else
  2380. batchQueue.batches_.Push(batch);
  2381. }
  2382. }
  2383. void View::PrepareInstancingBuffer()
  2384. {
  2385. PROFILE(PrepareInstancingBuffer);
  2386. unsigned totalInstances = 0;
  2387. for (HashMap<unsigned, BatchQueue>::Iterator i = batchQueues_.Begin(); i != batchQueues_.End(); ++i)
  2388. totalInstances += i->second_.GetNumInstances();
  2389. for (Vector<LightBatchQueue>::Iterator i = lightQueues_.Begin(); i != lightQueues_.End(); ++i)
  2390. {
  2391. for (unsigned j = 0; j < i->shadowSplits_.Size(); ++j)
  2392. totalInstances += i->shadowSplits_[j].shadowBatches_.GetNumInstances();
  2393. totalInstances += i->litBaseBatches_.GetNumInstances();
  2394. totalInstances += i->litBatches_.GetNumInstances();
  2395. }
  2396. if (!totalInstances || !renderer_->ResizeInstancingBuffer(totalInstances))
  2397. return;
  2398. VertexBuffer* instancingBuffer = renderer_->GetInstancingBuffer();
  2399. unsigned freeIndex = 0;
  2400. void* dest = instancingBuffer->Lock(0, totalInstances, true);
  2401. if (!dest)
  2402. return;
  2403. for (HashMap<unsigned, BatchQueue>::Iterator i = batchQueues_.Begin(); i != batchQueues_.End(); ++i)
  2404. i->second_.SetTransforms(dest, freeIndex);
  2405. for (Vector<LightBatchQueue>::Iterator i = lightQueues_.Begin(); i != lightQueues_.End(); ++i)
  2406. {
  2407. for (unsigned j = 0; j < i->shadowSplits_.Size(); ++j)
  2408. i->shadowSplits_[j].shadowBatches_.SetTransforms(dest, freeIndex);
  2409. i->litBaseBatches_.SetTransforms(dest, freeIndex);
  2410. i->litBatches_.SetTransforms(dest, freeIndex);
  2411. }
  2412. instancingBuffer->Unlock();
  2413. }
  2414. void View::SetupLightVolumeBatch(Batch& batch)
  2415. {
  2416. Light* light = batch.lightQueue_->light_;
  2417. LightType type = light->GetLightType();
  2418. Vector3 cameraPos = cameraNode_->GetWorldPosition();
  2419. float lightDist;
  2420. graphics_->SetBlendMode(light->IsNegative() ? BLEND_SUBTRACT : BLEND_ADD);
  2421. graphics_->SetDepthBias(0.0f, 0.0f);
  2422. graphics_->SetDepthWrite(false);
  2423. graphics_->SetFillMode(FILL_SOLID);
  2424. graphics_->SetClipPlane(false);
  2425. if (type != LIGHT_DIRECTIONAL)
  2426. {
  2427. if (type == LIGHT_POINT)
  2428. lightDist = Sphere(light->GetNode()->GetWorldPosition(), light->GetRange() * 1.25f).Distance(cameraPos);
  2429. else
  2430. lightDist = light->GetFrustum().Distance(cameraPos);
  2431. // Draw front faces if not inside light volume
  2432. if (lightDist < camera_->GetNearClip() * 2.0f)
  2433. {
  2434. renderer_->SetCullMode(CULL_CW, camera_);
  2435. graphics_->SetDepthTest(CMP_GREATER);
  2436. }
  2437. else
  2438. {
  2439. renderer_->SetCullMode(CULL_CCW, camera_);
  2440. graphics_->SetDepthTest(CMP_LESSEQUAL);
  2441. }
  2442. }
  2443. else
  2444. {
  2445. // In case the same camera is used for multiple views with differing aspect ratios (not recommended)
  2446. // refresh the directional light's model transform before rendering
  2447. light->GetVolumeTransform(camera_);
  2448. graphics_->SetCullMode(CULL_NONE);
  2449. graphics_->SetDepthTest(CMP_ALWAYS);
  2450. }
  2451. graphics_->SetScissorTest(false);
  2452. if (!noStencil_)
  2453. graphics_->SetStencilTest(true, CMP_NOTEQUAL, OP_KEEP, OP_KEEP, OP_KEEP, 0, light->GetLightMask());
  2454. else
  2455. graphics_->SetStencilTest(false);
  2456. }
  2457. void View::RenderShadowMap(const LightBatchQueue& queue)
  2458. {
  2459. PROFILE(RenderShadowMap);
  2460. Texture2D* shadowMap = queue.shadowMap_;
  2461. graphics_->SetTexture(TU_SHADOWMAP, 0);
  2462. graphics_->SetColorWrite(false);
  2463. graphics_->SetFillMode(FILL_SOLID);
  2464. graphics_->SetClipPlane(false);
  2465. graphics_->SetStencilTest(false);
  2466. graphics_->SetRenderTarget(0, shadowMap->GetRenderSurface()->GetLinkedRenderTarget());
  2467. for (unsigned i = 1; i < MAX_RENDERTARGETS; ++i)
  2468. graphics_->SetRenderTarget(i, (RenderSurface*)0);
  2469. graphics_->SetDepthStencil(shadowMap);
  2470. graphics_->SetViewport(IntRect(0, 0, shadowMap->GetWidth(), shadowMap->GetHeight()));
  2471. graphics_->Clear(CLEAR_DEPTH);
  2472. // Set shadow depth bias
  2473. const BiasParameters& parameters = queue.light_->GetShadowBias();
  2474. // Render each of the splits
  2475. for (unsigned i = 0; i < queue.shadowSplits_.Size(); ++i)
  2476. {
  2477. float multiplier = 1.0f;
  2478. // For directional light cascade splits, adjust depth bias according to the far clip ratio of the splits
  2479. if (i > 0 && queue.light_->GetLightType() == LIGHT_DIRECTIONAL)
  2480. {
  2481. multiplier = Max(queue.shadowSplits_[i].shadowCamera_->GetFarClip() / queue.shadowSplits_[0].shadowCamera_->GetFarClip(), 1.0f);
  2482. multiplier = 1.0f + (multiplier - 1.0f) * queue.light_->GetShadowCascade().biasAutoAdjust_;
  2483. // Quantize multiplier to prevent creation of too many rasterizer states on D3D11
  2484. multiplier = (int)(multiplier * 10.0f) / 10.0f;
  2485. }
  2486. // Perform further modification of depth bias on OpenGL ES, as shadow calculations' precision is limited
  2487. float addition = 0.0f;
  2488. #ifdef GL_ES_VERSION_2_0
  2489. multiplier *= renderer_->GetMobileShadowBiasMul();
  2490. addition = renderer_->GetMobileShadowBiasAdd();
  2491. #endif
  2492. graphics_->SetDepthBias(multiplier * parameters.constantBias_ + addition, multiplier * parameters.slopeScaledBias_);
  2493. const ShadowBatchQueue& shadowQueue = queue.shadowSplits_[i];
  2494. if (!shadowQueue.shadowBatches_.IsEmpty())
  2495. {
  2496. graphics_->SetViewport(shadowQueue.shadowViewport_);
  2497. shadowQueue.shadowBatches_.Draw(this, false, false, true);
  2498. }
  2499. }
  2500. graphics_->SetColorWrite(true);
  2501. graphics_->SetDepthBias(0.0f, 0.0f);
  2502. }
  2503. RenderSurface* View::GetDepthStencil(RenderSurface* renderTarget)
  2504. {
  2505. // If using the backbuffer, return the backbuffer depth-stencil
  2506. if (!renderTarget)
  2507. return 0;
  2508. // Then check for linked depth-stencil
  2509. RenderSurface* depthStencil = renderTarget->GetLinkedDepthStencil();
  2510. // Finally get one from Renderer
  2511. if (!depthStencil)
  2512. depthStencil = renderer_->GetDepthStencil(renderTarget->GetWidth(), renderTarget->GetHeight());
  2513. return depthStencil;
  2514. }
  2515. RenderSurface* View::GetRenderSurfaceFromTexture(Texture* texture, CubeMapFace face)
  2516. {
  2517. if (!texture)
  2518. return 0;
  2519. if (texture->GetType() == Texture2D::GetTypeStatic())
  2520. return static_cast<Texture2D*>(texture)->GetRenderSurface();
  2521. else if (texture->GetType() == TextureCube::GetTypeStatic())
  2522. return static_cast<TextureCube*>(texture)->GetRenderSurface(face);
  2523. else
  2524. return 0;
  2525. }
  2526. Texture* View::FindNamedTexture(const String& name, bool isRenderTarget, bool isVolumeMap)
  2527. {
  2528. // Check rendertargets first
  2529. StringHash nameHash(name);
  2530. if (renderTargets_.Contains(nameHash))
  2531. return renderTargets_[nameHash];
  2532. // Then the resource system
  2533. ResourceCache* cache = GetSubsystem<ResourceCache>();
  2534. // Check existing resources first. This does not load resources, so we can afford to guess the resource type wrong
  2535. // without having to rely on the file extension
  2536. Texture* texture = cache->GetExistingResource<Texture2D>(name);
  2537. if (!texture)
  2538. texture = cache->GetExistingResource<TextureCube>(name);
  2539. if (!texture)
  2540. texture = cache->GetExistingResource<Texture3D>(name);
  2541. if (texture)
  2542. return texture;
  2543. // If not a rendertarget (which will never be loaded from a file), finally also try to load the texture
  2544. // This will log an error if not found; the texture binding will be cleared in that case to not constantly spam the log
  2545. if (!isRenderTarget)
  2546. {
  2547. if (GetExtension(name) == ".xml")
  2548. {
  2549. // Assume 3D textures are only bound to the volume map unit, otherwise it's a cube texture
  2550. #ifdef DESKTOP_GRAPHICS
  2551. if (isVolumeMap)
  2552. return cache->GetResource<Texture3D>(name);
  2553. else
  2554. #endif
  2555. return cache->GetResource<TextureCube>(name);
  2556. }
  2557. else
  2558. return cache->GetResource<Texture2D>(name);
  2559. }
  2560. return 0;
  2561. }
  2562. }