// Copyright (c) 2008-2023 the Urho3D project // License: MIT #include "../Precompiled.h" #include "../Core/CoreEvents.h" #include "../Core/Profiler.h" #include "../Graphics/Camera.h" #include "../Graphics/DebugRenderer.h" #include "../Graphics/Geometry.h" #include "../Graphics/Graphics.h" #include "../Graphics/GraphicsEvents.h" #include "../Graphics/Material.h" #include "../Graphics/OcclusionBuffer.h" #include "../Graphics/Octree.h" #include "../Graphics/Renderer.h" #include "../Graphics/RenderPath.h" #include "../Graphics/Technique.h" #include "../Graphics/View.h" #include "../Graphics/Zone.h" #include "../GraphicsAPI/GraphicsImpl.h" #include "../GraphicsAPI/IndexBuffer.h" #include "../GraphicsAPI/ShaderVariation.h" #include "../GraphicsAPI/Texture2D.h" #include "../GraphicsAPI/TextureCube.h" #include "../GraphicsAPI/VertexBuffer.h" #include "../IO/Log.h" #include "../Resource/ResourceCache.h" #include "../Resource/XMLFile.h" #include "../Scene/Scene.h" #include "../DebugNew.h" namespace Urho3D { static const float dirLightVertexData[] = { -1, 1, 0, 1, 1, 0, 1, -1, 0, -1, -1, 0, }; static const unsigned short dirLightIndexData[] = { 0, 1, 2, 2, 3, 0, }; static const float pointLightVertexData[] = { -0.423169f, -1.000000f, 0.423169f, -0.423169f, -1.000000f, -0.423169f, 0.423169f, -1.000000f, -0.423169f, 0.423169f, -1.000000f, 0.423169f, 0.423169f, 1.000000f, -0.423169f, -0.423169f, 1.000000f, -0.423169f, -0.423169f, 1.000000f, 0.423169f, 0.423169f, 1.000000f, 0.423169f, -1.000000f, 0.423169f, -0.423169f, -1.000000f, -0.423169f, -0.423169f, -1.000000f, -0.423169f, 0.423169f, -1.000000f, 0.423169f, 0.423169f, 0.423169f, 0.423169f, -1.000000f, 0.423169f, -0.423169f, -1.000000f, -0.423169f, -0.423169f, -1.000000f, -0.423169f, 0.423169f, -1.000000f, 1.000000f, 0.423169f, 0.423169f, 1.000000f, -0.423169f, 0.423169f, 1.000000f, -0.423169f, -0.423169f, 1.000000f, 0.423169f, -0.423169f, 0.423169f, -0.423169f, 1.000000f, 0.423169f, 0.423169f, 1.000000f, -0.423169f, 0.423169f, 1.000000f, -0.423169f, -0.423169f, 1.000000f }; static const unsigned short pointLightIndexData[] = { 0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11, 12, 13, 14, 12, 14, 15, 16, 17, 18, 16, 18, 19, 20, 21, 22, 20, 22, 23, 0, 10, 9, 0, 9, 1, 13, 2, 1, 13, 1, 14, 23, 0, 3, 23, 3, 20, 17, 3, 2, 17, 2, 18, 21, 7, 6, 21, 6, 22, 7, 16, 19, 7, 19, 4, 5, 8, 11, 5, 11, 6, 4, 12, 15, 4, 15, 5, 22, 11, 10, 22, 10, 23, 8, 15, 14, 8, 14, 9, 12, 19, 18, 12, 18, 13, 16, 21, 20, 16, 20, 17, 0, 23, 10, 1, 9, 14, 2, 13, 18, 3, 17, 20, 6, 11, 22, 5, 15, 8, 4, 19, 12, 7, 21, 16 }; static const float spotLightVertexData[] = { 0.00001f, 0.00001f, 0.00001f, 0.00001f, -0.00001f, 0.00001f, -0.00001f, -0.00001f, 0.00001f, -0.00001f, 0.00001f, 0.00001f, 1.00000f, 1.00000f, 0.99999f, 1.00000f, -1.00000f, 0.99999f, -1.00000f, -1.00000f, 0.99999f, -1.00000f, 1.00000f, 0.99999f, }; static const unsigned short spotLightIndexData[] = { 3, 0, 1, 3, 1, 2, 0, 4, 5, 0, 5, 1, 3, 7, 4, 3, 4, 0, 7, 3, 2, 7, 2, 6, 6, 2, 1, 6, 1, 5, 7, 5, 4, 7, 6, 5 }; static const char* geometryVSVariations[] = { "", "SKINNED ", "INSTANCED ", "BILLBOARD ", "DIRBILLBOARD ", "TRAILFACECAM ", "TRAILBONE " }; static const char* lightVSVariations[] = { "PERPIXEL DIRLIGHT ", "PERPIXEL SPOTLIGHT ", "PERPIXEL POINTLIGHT ", "PERPIXEL DIRLIGHT SHADOW ", "PERPIXEL SPOTLIGHT SHADOW ", "PERPIXEL POINTLIGHT SHADOW ", "PERPIXEL DIRLIGHT SHADOW NORMALOFFSET ", "PERPIXEL SPOTLIGHT SHADOW NORMALOFFSET ", "PERPIXEL POINTLIGHT SHADOW NORMALOFFSET " }; static const char* vertexLightVSVariations[] = { "", "NUMVERTEXLIGHTS=1 ", "NUMVERTEXLIGHTS=2 ", "NUMVERTEXLIGHTS=3 ", "NUMVERTEXLIGHTS=4 ", }; static const char* deferredLightVSVariations[] = { "", "DIRLIGHT ", "ORTHO ", "DIRLIGHT ORTHO " }; static const char* lightPSVariations[] = { "PERPIXEL DIRLIGHT ", "PERPIXEL SPOTLIGHT ", "PERPIXEL POINTLIGHT ", "PERPIXEL POINTLIGHT CUBEMASK ", "PERPIXEL DIRLIGHT SPECULAR ", "PERPIXEL SPOTLIGHT SPECULAR ", "PERPIXEL POINTLIGHT SPECULAR ", "PERPIXEL POINTLIGHT CUBEMASK SPECULAR ", "PERPIXEL DIRLIGHT SHADOW ", "PERPIXEL SPOTLIGHT SHADOW ", "PERPIXEL POINTLIGHT SHADOW ", "PERPIXEL POINTLIGHT CUBEMASK SHADOW ", "PERPIXEL DIRLIGHT SPECULAR SHADOW ", "PERPIXEL SPOTLIGHT SPECULAR SHADOW ", "PERPIXEL POINTLIGHT SPECULAR SHADOW ", "PERPIXEL POINTLIGHT CUBEMASK SPECULAR SHADOW ", "PERPIXEL DIRLIGHT SHADOW NORMALOFFSET ", "PERPIXEL SPOTLIGHT SHADOW NORMALOFFSET ", "PERPIXEL POINTLIGHT SHADOW NORMALOFFSET ", "PERPIXEL POINTLIGHT CUBEMASK SHADOW NORMALOFFSET ", "PERPIXEL DIRLIGHT SPECULAR SHADOW NORMALOFFSET ", "PERPIXEL SPOTLIGHT SPECULAR SHADOW NORMALOFFSET ", "PERPIXEL POINTLIGHT SPECULAR SHADOW NORMALOFFSET ", "PERPIXEL POINTLIGHT CUBEMASK SPECULAR SHADOW NORMALOFFSET " }; static const char* heightFogVariations[] = { "", "HEIGHTFOG " }; static const unsigned MAX_BUFFER_AGE = 1000; static const int MAX_EXTRA_INSTANCING_BUFFER_ELEMENTS = 4; inline Vector CreateInstancingBufferElements(unsigned numExtraElements) { static const unsigned NUM_INSTANCEMATRIX_ELEMENTS = 3; static const unsigned FIRST_UNUSED_TEXCOORD = 4; Vector elements; for (unsigned i = 0; i < NUM_INSTANCEMATRIX_ELEMENTS + numExtraElements; ++i) elements.Push(VertexElement(TYPE_VECTOR4, SEM_TEXCOORD, FIRST_UNUSED_TEXCOORD + i, true)); return elements; } Renderer::Renderer(Context* context) : Object(context), defaultZone_(new Zone(context)) { SubscribeToEvent(E_SCREENMODE, URHO3D_HANDLER(Renderer, HandleScreenMode)); // Try to initialize right now, but skip if screen mode is not yet set Initialize(); } Renderer::~Renderer() = default; void Renderer::SetNumViewports(i32 num) { assert(num >= 0); viewports_.Resize(num); } void Renderer::SetViewport(i32 index, Viewport* viewport) { assert(index >= 0); if (index >= viewports_.Size()) viewports_.Resize(index + 1); viewports_[index] = viewport; } void Renderer::SetDefaultRenderPath(RenderPath* renderPath) { if (renderPath) defaultRenderPath_ = renderPath; } void Renderer::SetDefaultRenderPath(XMLFile* xmlFile) { SharedPtr newRenderPath(new RenderPath()); if (newRenderPath->Load(xmlFile)) defaultRenderPath_ = newRenderPath; } void Renderer::SetDefaultTechnique(Technique* technique) { defaultTechnique_ = technique; } void Renderer::SetHDRRendering(bool enable) { hdrRendering_ = enable; } void Renderer::SetSpecularLighting(bool enable) { specularLighting_ = enable; } void Renderer::SetTextureAnisotropy(int level) { textureAnisotropy_ = Max(level, 1); } void Renderer::SetTextureFilterMode(TextureFilterMode mode) { textureFilterMode_ = mode; } void Renderer::SetTextureQuality(MaterialQuality quality) { quality = Clamp(quality, QUALITY_LOW, QUALITY_HIGH); if (quality != textureQuality_) { textureQuality_ = quality; ReloadTextures(); } } void Renderer::SetMaterialQuality(MaterialQuality quality) { quality = Clamp(quality, QUALITY_LOW, QUALITY_MAX); if (quality != materialQuality_) { materialQuality_ = quality; shadersDirty_ = true; // Reallocate views to not store eg. pass information that might be unnecessary on the new material quality level resetViews_ = true; } } void Renderer::SetDrawShadows(bool enable) { if (!graphics_ || !graphics_->GetShadowMapFormat()) return; drawShadows_ = enable; if (!drawShadows_) ResetShadowMaps(); } void Renderer::SetShadowMapSize(int size) { if (!graphics_) return; size = NextPowerOfTwo((unsigned)Max(size, SHADOW_MIN_PIXELS)); if (size != shadowMapSize_) { shadowMapSize_ = size; ResetShadowMaps(); } } void Renderer::SetShadowQuality(ShadowQuality quality) { if (!graphics_) return; // If no hardware PCF, do not allow to select one-sample quality if (!graphics_->GetHardwareShadowSupport()) { if (quality == SHADOWQUALITY_SIMPLE_16BIT) quality = SHADOWQUALITY_PCF_16BIT; if (quality == SHADOWQUALITY_SIMPLE_24BIT) quality = SHADOWQUALITY_PCF_24BIT; } // if high resolution is not allowed if (!graphics_->GetHiresShadowMapFormat()) { if (quality == SHADOWQUALITY_SIMPLE_24BIT) quality = SHADOWQUALITY_SIMPLE_16BIT; if (quality == SHADOWQUALITY_PCF_24BIT) quality = SHADOWQUALITY_PCF_16BIT; } if (quality != shadowQuality_) { shadowQuality_ = quality; shadersDirty_ = true; if (quality == SHADOWQUALITY_BLUR_VSM) SetShadowMapFilter(this, static_cast(&Renderer::BlurShadowMap)); else SetShadowMapFilter(nullptr, nullptr); ResetShadowMaps(); } } void Renderer::SetShadowSoftness(float shadowSoftness) { shadowSoftness_ = Max(shadowSoftness, 0.0f); } void Renderer::SetVSMShadowParameters(float minVariance, float lightBleedingReduction) { vsmShadowParams_.x_ = Max(minVariance, 0.0f); vsmShadowParams_.y_ = Clamp(lightBleedingReduction, 0.0f, 1.0f); } void Renderer::SetVSMMultiSample(int multiSample) { multiSample = Clamp(multiSample, 1, 16); if (multiSample != vsmMultiSample_) { vsmMultiSample_ = multiSample; ResetShadowMaps(); } } void Renderer::SetShadowMapFilter(Object* instance, ShadowMapFilter functionPtr) { shadowMapFilterInstance_ = instance; shadowMapFilter_ = functionPtr; } void Renderer::SetReuseShadowMaps(bool enable) { reuseShadowMaps_ = enable; } void Renderer::SetMaxShadowMaps(int shadowMaps) { if (shadowMaps < 1) return; maxShadowMaps_ = shadowMaps; for (HashMap>>::Iterator i = shadowMaps_.Begin(); i != shadowMaps_.End(); ++i) { if ((int)i->second_.Size() > maxShadowMaps_) i->second_.Resize((unsigned)maxShadowMaps_); } } void Renderer::SetDynamicInstancing(bool enable) { if (!instancingBuffer_) enable = false; dynamicInstancing_ = enable; } void Renderer::SetNumExtraInstancingBufferElements(int elements) { if (numExtraInstancingBufferElements_ != elements) { numExtraInstancingBufferElements_ = Clamp(elements, 0, MAX_EXTRA_INSTANCING_BUFFER_ELEMENTS); CreateInstancingBuffer(); } } void Renderer::SetMinInstances(int instances) { minInstances_ = Max(instances, 1); } void Renderer::SetMaxSortedInstances(int instances) { maxSortedInstances_ = Max(instances, 0); } void Renderer::SetMaxOccluderTriangles(int triangles) { maxOccluderTriangles_ = Max(triangles, 0); } void Renderer::SetOcclusionBufferSize(int size) { occlusionBufferSize_ = Max(size, 1); occlusionBuffers_.Clear(); } void Renderer::SetMobileShadowBiasMul(float mul) { mobileShadowBiasMul_ = mul; } void Renderer::SetMobileShadowBiasAdd(float add) { mobileShadowBiasAdd_ = add; } void Renderer::SetMobileNormalOffsetMul(float mul) { mobileNormalOffsetMul_ = mul; } void Renderer::SetOccluderSizeThreshold(float screenSize) { occluderSizeThreshold_ = Max(screenSize, 0.0f); } void Renderer::SetThreadedOcclusion(bool enable) { if (enable != threadedOcclusion_) { threadedOcclusion_ = enable; occlusionBuffers_.Clear(); } } void Renderer::ReloadShaders() { shadersDirty_ = true; } void Renderer::ApplyShadowMapFilter(View* view, Texture2D* shadowMap, float blurScale) { if (shadowMapFilterInstance_ && shadowMapFilter_) (shadowMapFilterInstance_->*shadowMapFilter_)(view, shadowMap, blurScale); } Viewport* Renderer::GetViewport(i32 index) const { assert(index >= 0); return index < viewports_.Size() ? viewports_[index] : nullptr; } Viewport* Renderer::GetViewportForScene(Scene* scene, i32 index) const { assert(index >= 0); for (unsigned i = 0; i < viewports_.Size(); ++i) { Viewport* viewport = viewports_[i]; if (viewport && viewport->GetScene() == scene) { if (index == 0) return viewport; else --index; } } return nullptr; } RenderPath* Renderer::GetDefaultRenderPath() const { return defaultRenderPath_; } Technique* Renderer::GetDefaultTechnique() const { // Assign default when first asked if not assigned yet if (!defaultTechnique_) const_cast& >(defaultTechnique_) = GetSubsystem()->GetResource("Techniques/NoTexture.xml"); return defaultTechnique_; } i32 Renderer::GetNumGeometries(bool allViews) const { i32 numGeometries = 0; i32 lastView = allViews ? views_.Size() : 1; for (unsigned i = 0; i < lastView; ++i) { // Use the source view's statistics if applicable View* view = GetActualView(views_[i]); if (!view) continue; numGeometries += view->GetGeometries().Size(); } return numGeometries; } i32 Renderer::GetNumLights(bool allViews) const { i32 numLights = 0; i32 lastView = allViews ? views_.Size() : 1; for (unsigned i = 0; i < lastView; ++i) { View* view = GetActualView(views_[i]); if (!view) continue; numLights += view->GetLights().Size(); } return numLights; } i32 Renderer::GetNumShadowMaps(bool allViews) const { i32 numShadowMaps = 0; i32 lastView = allViews ? views_.Size() : 1; for (unsigned i = 0; i < lastView; ++i) { View* view = GetActualView(views_[i]); if (!view) continue; const Vector& lightQueues = view->GetLightQueues(); for (Vector::ConstIterator i = lightQueues.Begin(); i != lightQueues.End(); ++i) { if (i->shadowMap_) ++numShadowMaps; } } return numShadowMaps; } i32 Renderer::GetNumOccluders(bool allViews) const { i32 numOccluders = 0; i32 lastView = allViews ? views_.Size() : 1; for (unsigned i = 0; i < lastView; ++i) { View* view = GetActualView(views_[i]); if (!view) continue; numOccluders += view->GetNumActiveOccluders(); } return numOccluders; } void Renderer::Update(float timeStep) { URHO3D_PROFILE(UpdateViews); views_.Clear(); preparedViews_.Clear(); // If device lost, do not perform update. This is because any dynamic vertex/index buffer updates happen already here, // and if the device is lost, the updates queue up, causing memory use to rise constantly if (!graphics_ || !graphics_->IsInitialized() || graphics_->IsDeviceLost()) return; // Set up the frameinfo structure for this frame frame_.frameNumber_ = GetSubsystem