View.cpp 107 KB

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  1. //
  2. // Copyright (c) 2008-2014 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 "Precompiled.h"
  23. #include "Camera.h"
  24. #include "DebugRenderer.h"
  25. #include "FileSystem.h"
  26. #include "Geometry.h"
  27. #include "Graphics.h"
  28. #include "GraphicsImpl.h"
  29. #include "Log.h"
  30. #include "Material.h"
  31. #include "OcclusionBuffer.h"
  32. #include "Octree.h"
  33. #include "Renderer.h"
  34. #include "RenderPath.h"
  35. #include "ResourceCache.h"
  36. #include "Profiler.h"
  37. #include "Scene.h"
  38. #include "ShaderVariation.h"
  39. #include "Skybox.h"
  40. #include "Technique.h"
  41. #include "Texture2D.h"
  42. #include "Texture3D.h"
  43. #include "TextureCube.h"
  44. #include "VertexBuffer.h"
  45. #include "View.h"
  46. #include "WorkQueue.h"
  47. #include "DebugNew.h"
  48. namespace Urho3D
  49. {
  50. static const Vector3* directions[] =
  51. {
  52. &Vector3::RIGHT,
  53. &Vector3::LEFT,
  54. &Vector3::UP,
  55. &Vector3::DOWN,
  56. &Vector3::FORWARD,
  57. &Vector3::BACK
  58. };
  59. static const float LIGHT_INTENSITY_THRESHOLD = 0.003f;
  60. /// %Frustum octree query for shadowcasters.
  61. class ShadowCasterOctreeQuery : public FrustumOctreeQuery
  62. {
  63. public:
  64. /// Construct with frustum and query parameters.
  65. ShadowCasterOctreeQuery(PODVector<Drawable*>& result, const Frustum& frustum, unsigned char drawableFlags = DRAWABLE_ANY,
  66. unsigned viewMask = DEFAULT_VIEWMASK) :
  67. FrustumOctreeQuery(result, frustum, drawableFlags, viewMask)
  68. {
  69. }
  70. /// Intersection test for drawables.
  71. virtual void TestDrawables(Drawable** start, Drawable** end, bool inside)
  72. {
  73. while (start != end)
  74. {
  75. Drawable* drawable = *start++;
  76. if (drawable->GetCastShadows() && (drawable->GetDrawableFlags() & drawableFlags_) &&
  77. (drawable->GetViewMask() & viewMask_))
  78. {
  79. if (inside || frustum_.IsInsideFast(drawable->GetWorldBoundingBox()))
  80. result_.Push(drawable);
  81. }
  82. }
  83. }
  84. };
  85. /// %Frustum octree query for zones and occluders.
  86. class ZoneOccluderOctreeQuery : public FrustumOctreeQuery
  87. {
  88. public:
  89. /// Construct with frustum and query parameters.
  90. ZoneOccluderOctreeQuery(PODVector<Drawable*>& result, const Frustum& frustum, unsigned char drawableFlags = DRAWABLE_ANY,
  91. unsigned viewMask = DEFAULT_VIEWMASK) :
  92. FrustumOctreeQuery(result, frustum, drawableFlags, viewMask)
  93. {
  94. }
  95. /// Intersection test for drawables.
  96. virtual void TestDrawables(Drawable** start, Drawable** end, bool inside)
  97. {
  98. while (start != end)
  99. {
  100. Drawable* drawable = *start++;
  101. unsigned char flags = drawable->GetDrawableFlags();
  102. if ((flags == DRAWABLE_ZONE || (flags == DRAWABLE_GEOMETRY && drawable->IsOccluder())) && (drawable->GetViewMask() &
  103. viewMask_))
  104. {
  105. if (inside || frustum_.IsInsideFast(drawable->GetWorldBoundingBox()))
  106. result_.Push(drawable);
  107. }
  108. }
  109. }
  110. };
  111. /// %Frustum octree query with occlusion.
  112. class OccludedFrustumOctreeQuery : public FrustumOctreeQuery
  113. {
  114. public:
  115. /// Construct with frustum, occlusion buffer and query parameters.
  116. OccludedFrustumOctreeQuery(PODVector<Drawable*>& result, const Frustum& frustum, OcclusionBuffer* buffer, unsigned char
  117. drawableFlags = DRAWABLE_ANY, unsigned viewMask = DEFAULT_VIEWMASK) :
  118. FrustumOctreeQuery(result, frustum, drawableFlags, viewMask),
  119. buffer_(buffer)
  120. {
  121. }
  122. /// Intersection test for an octant.
  123. virtual Intersection TestOctant(const BoundingBox& box, bool inside)
  124. {
  125. if (inside)
  126. return buffer_->IsVisible(box) ? INSIDE : OUTSIDE;
  127. else
  128. {
  129. Intersection result = frustum_.IsInside(box);
  130. if (result != OUTSIDE && !buffer_->IsVisible(box))
  131. result = OUTSIDE;
  132. return result;
  133. }
  134. }
  135. /// Intersection test for drawables. Note: drawable occlusion is performed later in worker threads.
  136. virtual void TestDrawables(Drawable** start, Drawable** end, bool inside)
  137. {
  138. while (start != end)
  139. {
  140. Drawable* drawable = *start++;
  141. if ((drawable->GetDrawableFlags() & drawableFlags_) && (drawable->GetViewMask() & viewMask_))
  142. {
  143. if (inside || frustum_.IsInsideFast(drawable->GetWorldBoundingBox()))
  144. result_.Push(drawable);
  145. }
  146. }
  147. }
  148. /// Occlusion buffer.
  149. OcclusionBuffer* buffer_;
  150. };
  151. void CheckVisibilityWork(const WorkItem* item, unsigned threadIndex)
  152. {
  153. View* view = reinterpret_cast<View*>(item->aux_);
  154. Drawable** start = reinterpret_cast<Drawable**>(item->start_);
  155. Drawable** end = reinterpret_cast<Drawable**>(item->end_);
  156. OcclusionBuffer* buffer = view->occlusionBuffer_;
  157. const Matrix3x4& viewMatrix = view->camera_->GetView();
  158. Vector3 viewZ = Vector3(viewMatrix.m20_, viewMatrix.m21_, viewMatrix.m22_);
  159. Vector3 absViewZ = viewZ.Abs();
  160. unsigned cameraViewMask = view->camera_->GetViewMask();
  161. bool cameraZoneOverride = view->cameraZoneOverride_;
  162. PerThreadSceneResult& result = view->sceneResults_[threadIndex];
  163. while (start != end)
  164. {
  165. Drawable* drawable = *start++;
  166. bool batchesUpdated = false;
  167. // If draw distance non-zero, update and check it
  168. float maxDistance = drawable->GetDrawDistance();
  169. if (maxDistance > 0.0f)
  170. {
  171. drawable->UpdateBatches(view->frame_);
  172. batchesUpdated = true;
  173. if (drawable->GetDistance() > maxDistance)
  174. continue;
  175. }
  176. if (!buffer || !drawable->IsOccludee() || buffer->IsVisible(drawable->GetWorldBoundingBox()))
  177. {
  178. if (!batchesUpdated)
  179. drawable->UpdateBatches(view->frame_);
  180. drawable->MarkInView(view->frame_);
  181. // For geometries, find zone, clear lights and calculate view space Z range
  182. if (drawable->GetDrawableFlags() & DRAWABLE_GEOMETRY)
  183. {
  184. Zone* drawableZone = drawable->GetZone();
  185. if ((!drawableZone || (drawableZone->GetViewMask() & cameraViewMask) == 0) && !cameraZoneOverride)
  186. view->FindZone(drawable);
  187. const BoundingBox& geomBox = drawable->GetWorldBoundingBox();
  188. Vector3 center = geomBox.Center();
  189. float viewCenterZ = viewZ.DotProduct(center) + viewMatrix.m23_;
  190. Vector3 edge = geomBox.Size() * 0.5f;
  191. float viewEdgeZ = absViewZ.DotProduct(edge);
  192. float minZ = viewCenterZ - viewEdgeZ;
  193. float maxZ = viewCenterZ + viewEdgeZ;
  194. drawable->SetMinMaxZ(viewCenterZ - viewEdgeZ, viewCenterZ + viewEdgeZ);
  195. drawable->ClearLights();
  196. // Expand the scene bounding box and Z range (skybox not included because of infinite size) and store the drawawble
  197. if (drawable->GetType() != Skybox::GetTypeStatic())
  198. {
  199. result.minZ_ = Min(result.minZ_, minZ);
  200. result.maxZ_ = Max(result.maxZ_, maxZ);
  201. }
  202. result.geometries_.Push(drawable);
  203. }
  204. else if (drawable->GetDrawableFlags() & DRAWABLE_LIGHT)
  205. {
  206. Light* light = static_cast<Light*>(drawable);
  207. // Skip lights which are so dim that they can not contribute to a rendertarget
  208. if (light->GetColor().SumRGB() > LIGHT_INTENSITY_THRESHOLD)
  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. drawable->UpdateGeometry(frame);
  229. }
  230. }
  231. void SortBatchQueueFrontToBackWork(const WorkItem* item, unsigned threadIndex)
  232. {
  233. BatchQueue* queue = reinterpret_cast<BatchQueue*>(item->start_);
  234. queue->SortFrontToBack();
  235. }
  236. void SortBatchQueueBackToFrontWork(const WorkItem* item, unsigned threadIndex)
  237. {
  238. BatchQueue* queue = reinterpret_cast<BatchQueue*>(item->start_);
  239. queue->SortBackToFront();
  240. }
  241. void SortLightQueueWork(const WorkItem* item, unsigned threadIndex)
  242. {
  243. LightBatchQueue* start = reinterpret_cast<LightBatchQueue*>(item->start_);
  244. start->litBatches_.SortFrontToBack();
  245. }
  246. void SortShadowQueueWork(const WorkItem* item, unsigned threadIndex)
  247. {
  248. LightBatchQueue* start = reinterpret_cast<LightBatchQueue*>(item->start_);
  249. for (unsigned i = 0; i < start->shadowSplits_.Size(); ++i)
  250. start->shadowSplits_[i].shadowBatches_.SortFrontToBack();
  251. }
  252. View::View(Context* context) :
  253. Object(context),
  254. graphics_(GetSubsystem<Graphics>()),
  255. renderer_(GetSubsystem<Renderer>()),
  256. scene_(0),
  257. octree_(0),
  258. camera_(0),
  259. cameraZone_(0),
  260. farClipZone_(0),
  261. renderTarget_(0),
  262. substituteRenderTarget_(0)
  263. {
  264. // Create octree query and scene results vector for each thread
  265. unsigned numThreads = GetSubsystem<WorkQueue>()->GetNumThreads() + 1; // Worker threads + main thread
  266. tempDrawables_.Resize(numThreads);
  267. sceneResults_.Resize(numThreads);
  268. frame_.camera_ = 0;
  269. }
  270. View::~View()
  271. {
  272. }
  273. bool View::Define(RenderSurface* renderTarget, Viewport* viewport)
  274. {
  275. Scene* scene = viewport->GetScene();
  276. Camera* camera = viewport->GetCamera();
  277. if (!scene || !camera || !camera->IsEnabledEffective())
  278. return false;
  279. // If scene is loading asynchronously, it is incomplete and should not be rendered
  280. if (scene->IsAsyncLoading())
  281. return false;
  282. Octree* octree = scene->GetComponent<Octree>();
  283. if (!octree)
  284. return false;
  285. // Do not accept view if camera projection is illegal
  286. // (there is a possibility of crash if occlusion is used and it can not clip properly)
  287. if (!camera->IsProjectionValid())
  288. return false;
  289. scene_ = scene;
  290. octree_ = octree;
  291. camera_ = camera;
  292. cameraNode_ = camera->GetNode();
  293. renderTarget_ = renderTarget;
  294. renderPath_ = viewport->GetRenderPath();
  295. gBufferPassName_ = StringHash();
  296. basePassName_ = PASS_BASE;
  297. alphaPassName_ = PASS_ALPHA;
  298. lightPassName_ = PASS_LIGHT;
  299. litBasePassName_ = PASS_LITBASE;
  300. litAlphaPassName_ = PASS_LITALPHA;
  301. // Make sure that all necessary batch queues exist
  302. scenePasses_.Clear();
  303. for (unsigned i = 0; i < renderPath_->commands_.Size(); ++i)
  304. {
  305. const RenderPathCommand& command = renderPath_->commands_[i];
  306. if (!command.enabled_)
  307. continue;
  308. if (command.type_ == CMD_SCENEPASS)
  309. {
  310. ScenePassInfo info;
  311. info.pass_ = command.pass_;
  312. info.allowInstancing_ = command.sortMode_ != SORT_BACKTOFRONT;
  313. info.markToStencil_ = command.markToStencil_;
  314. info.useScissor_ = command.useScissor_;
  315. info.vertexLights_ = command.vertexLights_;
  316. // Check scenepass metadata for defining custom passes which interact with lighting
  317. if (!command.metadata_.Empty())
  318. {
  319. if (command.metadata_ == "gbuffer")
  320. gBufferPassName_ = command.pass_;
  321. else if (command.metadata_ == "base" && command.pass_ != "base")
  322. {
  323. basePassName_ = command.pass_;
  324. litBasePassName_ = "lit" + command.pass_;
  325. }
  326. else if (command.metadata_ == "alpha" && command.pass_ != "alpha")
  327. {
  328. alphaPassName_ = command.pass_;
  329. litAlphaPassName_ = "lit" + command.pass_;
  330. }
  331. }
  332. HashMap<StringHash, BatchQueue>::Iterator j = batchQueues_.Find(command.pass_);
  333. if (j == batchQueues_.End())
  334. j = batchQueues_.Insert(Pair<StringHash, BatchQueue>(command.pass_, BatchQueue()));
  335. info.batchQueue_ = &j->second_;
  336. scenePasses_.Push(info);
  337. }
  338. // Allow a custom forward light pass
  339. else if (command.type_ == CMD_FORWARDLIGHTS && !command.pass_.Empty())
  340. lightPassName_ = command.pass_;
  341. }
  342. // Go through commands to check for deferred rendering and other flags
  343. deferred_ = false;
  344. deferredAmbient_ = false;
  345. useLitBase_ = false;
  346. for (unsigned i = 0; i < renderPath_->commands_.Size(); ++i)
  347. {
  348. const RenderPathCommand& command = renderPath_->commands_[i];
  349. if (!command.enabled_)
  350. continue;
  351. // Check if ambient pass and G-buffer rendering happens at the same time
  352. if (command.type_ == CMD_SCENEPASS && command.outputNames_.Size() > 1)
  353. {
  354. if (CheckViewportWrite(command))
  355. deferredAmbient_ = true;
  356. }
  357. else if (command.type_ == CMD_LIGHTVOLUMES)
  358. {
  359. lightVolumeVSName_ = command.vertexShaderName_;
  360. lightVolumePSName_ = command.pixelShaderName_;
  361. deferred_ = true;
  362. }
  363. else if (command.type_ == CMD_FORWARDLIGHTS)
  364. useLitBase_ = command.useLitBase_;
  365. }
  366. // Validate the rect and calculate size. If zero rect, use whole rendertarget size
  367. int rtWidth = renderTarget ? renderTarget->GetWidth() : graphics_->GetWidth();
  368. int rtHeight = renderTarget ? renderTarget->GetHeight() : graphics_->GetHeight();
  369. const IntRect& rect = viewport->GetRect();
  370. if (rect != IntRect::ZERO)
  371. {
  372. viewRect_.left_ = Clamp(rect.left_, 0, rtWidth - 1);
  373. viewRect_.top_ = Clamp(rect.top_, 0, rtHeight - 1);
  374. viewRect_.right_ = Clamp(rect.right_, viewRect_.left_ + 1, rtWidth);
  375. viewRect_.bottom_ = Clamp(rect.bottom_, viewRect_.top_ + 1, rtHeight);
  376. }
  377. else
  378. viewRect_ = IntRect(0, 0, rtWidth, rtHeight);
  379. viewSize_ = viewRect_.Size();
  380. rtSize_ = IntVector2(rtWidth, rtHeight);
  381. // On OpenGL flip the viewport if rendering to a texture for consistent UV addressing with Direct3D9
  382. #ifdef USE_OPENGL
  383. if (renderTarget_)
  384. {
  385. viewRect_.bottom_ = rtSize_.y_ - viewRect_.top_;
  386. viewRect_.top_ = viewRect_.bottom_ - viewSize_.y_;
  387. }
  388. #endif
  389. drawShadows_ = renderer_->GetDrawShadows();
  390. materialQuality_ = renderer_->GetMaterialQuality();
  391. maxOccluderTriangles_ = renderer_->GetMaxOccluderTriangles();
  392. minInstances_ = renderer_->GetMinInstances();
  393. // Set possible quality overrides from the camera
  394. unsigned viewOverrideFlags = camera_->GetViewOverrideFlags();
  395. if (viewOverrideFlags & VO_LOW_MATERIAL_QUALITY)
  396. materialQuality_ = QUALITY_LOW;
  397. if (viewOverrideFlags & VO_DISABLE_SHADOWS)
  398. drawShadows_ = false;
  399. if (viewOverrideFlags & VO_DISABLE_OCCLUSION)
  400. maxOccluderTriangles_ = 0;
  401. // Occlusion buffer has constant width. If resulting height would be too large due to aspect ratio, disable occlusion
  402. if (viewSize_.y_ > viewSize_.x_ * 4)
  403. maxOccluderTriangles_ = 0;
  404. return true;
  405. }
  406. void View::Update(const FrameInfo& frame)
  407. {
  408. if (!camera_ || !octree_)
  409. return;
  410. frame_.camera_ = camera_;
  411. frame_.timeStep_ = frame.timeStep_;
  412. frame_.frameNumber_ = frame.frameNumber_;
  413. frame_.viewSize_ = viewSize_;
  414. int maxSortedInstances = renderer_->GetMaxSortedInstances();
  415. // Clear buffers, geometry, light, occluder & batch list
  416. renderTargets_.Clear();
  417. geometries_.Clear();
  418. shadowGeometries_.Clear();
  419. lights_.Clear();
  420. zones_.Clear();
  421. occluders_.Clear();
  422. vertexLightQueues_.Clear();
  423. for (HashMap<StringHash, BatchQueue>::Iterator i = batchQueues_.Begin(); i != batchQueues_.End(); ++i)
  424. i->second_.Clear(maxSortedInstances);
  425. // Set automatic aspect ratio if required
  426. if (camera_->GetAutoAspectRatio())
  427. camera_->SetAspectRatio((float)frame_.viewSize_.x_ / (float)frame_.viewSize_.y_);
  428. GetDrawables();
  429. GetBatches();
  430. }
  431. void View::Render()
  432. {
  433. if (!octree_ || !camera_)
  434. return;
  435. // Actually update geometry data now
  436. UpdateGeometries();
  437. // Allocate screen buffers as necessary
  438. AllocateScreenBuffers();
  439. // Forget parameter sources from the previous view
  440. graphics_->ClearParameterSources();
  441. // If stream offset is supported, write all instance transforms to a single large buffer
  442. // Else we must lock the instance buffer for each batch group
  443. if (renderer_->GetDynamicInstancing() && graphics_->GetStreamOffsetSupport())
  444. PrepareInstancingBuffer();
  445. // It is possible, though not recommended, that the same camera is used for multiple main views. Set automatic aspect ratio
  446. // again to ensure correct projection will be used
  447. if (camera_->GetAutoAspectRatio())
  448. camera_->SetAspectRatio((float)(viewSize_.x_) / (float)(viewSize_.y_));
  449. // Bind the face selection and indirection cube maps for point light shadows
  450. if (renderer_->GetDrawShadows())
  451. {
  452. graphics_->SetTexture(TU_FACESELECT, renderer_->GetFaceSelectCubeMap());
  453. graphics_->SetTexture(TU_INDIRECTION, renderer_->GetIndirectionCubeMap());
  454. }
  455. if (renderTarget_)
  456. {
  457. // On OpenGL, flip the projection if rendering to a texture so that the texture can be addressed in the same way
  458. // as a render texture produced on Direct3D9
  459. #ifdef USE_OPENGL
  460. camera_->SetFlipVertical(true);
  461. #endif
  462. }
  463. // Render
  464. ExecuteRenderPathCommands();
  465. #ifdef USE_OPENGL
  466. camera_->SetFlipVertical(false);
  467. #endif
  468. graphics_->SetDepthBias(0.0f, 0.0f);
  469. graphics_->SetScissorTest(false);
  470. graphics_->SetStencilTest(false);
  471. graphics_->ResetStreamFrequencies();
  472. // Run framebuffer blitting if necessary
  473. if (currentRenderTarget_ != renderTarget_)
  474. BlitFramebuffer(static_cast<Texture2D*>(currentRenderTarget_->GetParentTexture()), renderTarget_, true);
  475. // If this is a main view, draw the associated debug geometry now
  476. if (!renderTarget_)
  477. {
  478. DebugRenderer* debug = octree_->GetComponent<DebugRenderer>();
  479. if (debug)
  480. {
  481. debug->SetView(camera_);
  482. debug->Render();
  483. }
  484. }
  485. // "Forget" the scene, camera, octree and zone after rendering
  486. scene_ = 0;
  487. camera_ = 0;
  488. octree_ = 0;
  489. cameraZone_ = 0;
  490. farClipZone_ = 0;
  491. occlusionBuffer_ = 0;
  492. frame_.camera_ = 0;
  493. }
  494. Graphics* View::GetGraphics() const
  495. {
  496. return graphics_;
  497. }
  498. Renderer* View::GetRenderer() const
  499. {
  500. return renderer_;
  501. }
  502. void View::GetDrawables()
  503. {
  504. PROFILE(GetDrawables);
  505. WorkQueue* queue = GetSubsystem<WorkQueue>();
  506. PODVector<Drawable*>& tempDrawables = tempDrawables_[0];
  507. // Get zones and occluders first
  508. {
  509. ZoneOccluderOctreeQuery query(tempDrawables, camera_->GetFrustum(), DRAWABLE_GEOMETRY | DRAWABLE_ZONE, camera_->GetViewMask());
  510. octree_->GetDrawables(query);
  511. }
  512. highestZonePriority_ = M_MIN_INT;
  513. int bestPriority = M_MIN_INT;
  514. Vector3 cameraPos = cameraNode_->GetWorldPosition();
  515. // Get default zone first in case we do not have zones defined
  516. Zone* defaultZone = renderer_->GetDefaultZone();
  517. cameraZone_ = farClipZone_ = defaultZone;
  518. for (PODVector<Drawable*>::ConstIterator i = tempDrawables.Begin(); i != tempDrawables.End(); ++i)
  519. {
  520. Drawable* drawable = *i;
  521. unsigned char flags = drawable->GetDrawableFlags();
  522. if (flags & DRAWABLE_ZONE)
  523. {
  524. Zone* zone = static_cast<Zone*>(drawable);
  525. zones_.Push(zone);
  526. int priority = zone->GetPriority();
  527. if (priority > highestZonePriority_)
  528. highestZonePriority_ = priority;
  529. if (priority > bestPriority && zone->IsInside(cameraPos))
  530. {
  531. cameraZone_ = zone;
  532. bestPriority = priority;
  533. }
  534. }
  535. else
  536. occluders_.Push(drawable);
  537. }
  538. // Determine the zone at far clip distance. If not found, or camera zone has override mode, use camera zone
  539. cameraZoneOverride_ = cameraZone_->GetOverride();
  540. if (!cameraZoneOverride_)
  541. {
  542. Vector3 farClipPos = cameraPos + cameraNode_->GetWorldDirection() * Vector3(0.0f, 0.0f, camera_->GetFarClip());
  543. bestPriority = M_MIN_INT;
  544. for (PODVector<Zone*>::Iterator i = zones_.Begin(); i != zones_.End(); ++i)
  545. {
  546. int priority = (*i)->GetPriority();
  547. if (priority > bestPriority && (*i)->IsInside(farClipPos))
  548. {
  549. farClipZone_ = *i;
  550. bestPriority = priority;
  551. }
  552. }
  553. }
  554. if (farClipZone_ == defaultZone)
  555. farClipZone_ = cameraZone_;
  556. // If occlusion in use, get & render the occluders
  557. occlusionBuffer_ = 0;
  558. if (maxOccluderTriangles_ > 0)
  559. {
  560. UpdateOccluders(occluders_, camera_);
  561. if (occluders_.Size())
  562. {
  563. PROFILE(DrawOcclusion);
  564. occlusionBuffer_ = renderer_->GetOcclusionBuffer(camera_);
  565. DrawOccluders(occlusionBuffer_, occluders_);
  566. }
  567. }
  568. // Get lights and geometries. Coarse occlusion for octants is used at this point
  569. if (occlusionBuffer_)
  570. {
  571. OccludedFrustumOctreeQuery query(tempDrawables, camera_->GetFrustum(), occlusionBuffer_, DRAWABLE_GEOMETRY |
  572. DRAWABLE_LIGHT, camera_->GetViewMask());
  573. octree_->GetDrawables(query);
  574. }
  575. else
  576. {
  577. FrustumOctreeQuery query(tempDrawables, camera_->GetFrustum(), DRAWABLE_GEOMETRY | DRAWABLE_LIGHT,
  578. camera_->GetViewMask());
  579. octree_->GetDrawables(query);
  580. }
  581. // Check drawable occlusion, find zones for moved drawables and collect geometries & lights in worker threads
  582. {
  583. for (unsigned i = 0; i < sceneResults_.Size(); ++i)
  584. {
  585. PerThreadSceneResult& result = sceneResults_[i];
  586. result.geometries_.Clear();
  587. result.lights_.Clear();
  588. result.minZ_ = M_INFINITY;
  589. result.maxZ_ = 0.0f;
  590. }
  591. int numWorkItems = queue->GetNumThreads() + 1; // Worker threads + main thread
  592. int drawablesPerItem = tempDrawables.Size() / numWorkItems;
  593. WorkItem item;
  594. item.workFunction_ = CheckVisibilityWork;
  595. item.aux_ = this;
  596. PODVector<Drawable*>::Iterator start = tempDrawables.Begin();
  597. // Create a work item for each thread
  598. for (int i = 0; i < numWorkItems; ++i)
  599. {
  600. PODVector<Drawable*>::Iterator end = tempDrawables.End();
  601. if (i < numWorkItems - 1 && end - start > drawablesPerItem)
  602. end = start + drawablesPerItem;
  603. item.start_ = &(*start);
  604. item.end_ = &(*end);
  605. queue->AddWorkItem(item);
  606. start = end;
  607. }
  608. queue->Complete(M_MAX_UNSIGNED);
  609. }
  610. // Combine lights, geometries & scene Z range from the threads
  611. geometries_.Clear();
  612. lights_.Clear();
  613. minZ_ = M_INFINITY;
  614. maxZ_ = 0.0f;
  615. if (sceneResults_.Size() > 1)
  616. {
  617. for (unsigned i = 0; i < sceneResults_.Size(); ++i)
  618. {
  619. PerThreadSceneResult& result = sceneResults_[i];
  620. geometries_.Push(result.geometries_);
  621. lights_.Push(result.lights_);
  622. minZ_ = Min(minZ_, result.minZ_);
  623. maxZ_ = Max(maxZ_, result.maxZ_);
  624. }
  625. }
  626. else
  627. {
  628. // If just 1 thread, copy the results directly
  629. PerThreadSceneResult& result = sceneResults_[0];
  630. minZ_ = result.minZ_;
  631. maxZ_ = result.maxZ_;
  632. Swap(geometries_, result.geometries_);
  633. Swap(lights_, result.lights_);
  634. }
  635. if (minZ_ == M_INFINITY)
  636. minZ_ = 0.0f;
  637. // Sort the lights to brightest/closest first
  638. for (unsigned i = 0; i < lights_.Size(); ++i)
  639. {
  640. Light* light = lights_[i];
  641. light->SetIntensitySortValue(camera_->GetDistance(light->GetNode()->GetWorldPosition()));
  642. light->SetLightQueue(0);
  643. }
  644. Sort(lights_.Begin(), lights_.End(), CompareDrawables);
  645. }
  646. void View::GetBatches()
  647. {
  648. WorkQueue* queue = GetSubsystem<WorkQueue>();
  649. PODVector<Light*> vertexLights;
  650. BatchQueue* alphaQueue = batchQueues_.Contains(alphaPassName_) ? &batchQueues_[alphaPassName_] : (BatchQueue*)0;
  651. // Process lit geometries and shadow casters for each light
  652. {
  653. PROFILE(ProcessLights);
  654. lightQueryResults_.Resize(lights_.Size());
  655. WorkItem item;
  656. item.workFunction_ = ProcessLightWork;
  657. item.aux_ = this;
  658. for (unsigned i = 0; i < lightQueryResults_.Size(); ++i)
  659. {
  660. LightQueryResult& query = lightQueryResults_[i];
  661. query.light_ = lights_[i];
  662. item.start_ = &query;
  663. queue->AddWorkItem(item);
  664. }
  665. // Ensure all lights have been processed before proceeding
  666. queue->Complete(M_MAX_UNSIGNED);
  667. }
  668. // Build light queues and lit batches
  669. {
  670. PROFILE(GetLightBatches);
  671. // Preallocate light queues: per-pixel lights which have lit geometries
  672. unsigned numLightQueues = 0;
  673. unsigned usedLightQueues = 0;
  674. for (Vector<LightQueryResult>::ConstIterator i = lightQueryResults_.Begin(); i != lightQueryResults_.End(); ++i)
  675. {
  676. if (!i->light_->GetPerVertex() && i->litGeometries_.Size())
  677. ++numLightQueues;
  678. }
  679. lightQueues_.Resize(numLightQueues);
  680. maxLightsDrawables_.Clear();
  681. unsigned maxSortedInstances = renderer_->GetMaxSortedInstances();
  682. for (Vector<LightQueryResult>::Iterator i = lightQueryResults_.Begin(); i != lightQueryResults_.End(); ++i)
  683. {
  684. LightQueryResult& query = *i;
  685. // If light has no affected geometries, no need to process further
  686. if (query.litGeometries_.Empty())
  687. continue;
  688. Light* light = query.light_;
  689. // Per-pixel light
  690. if (!light->GetPerVertex())
  691. {
  692. unsigned shadowSplits = query.numSplits_;
  693. // Initialize light queue and store it to the light so that it can be found later
  694. LightBatchQueue& lightQueue = lightQueues_[usedLightQueues++];
  695. light->SetLightQueue(&lightQueue);
  696. lightQueue.light_ = light;
  697. lightQueue.shadowMap_ = 0;
  698. lightQueue.litBatches_.Clear(maxSortedInstances);
  699. lightQueue.volumeBatches_.Clear();
  700. // Allocate shadow map now
  701. if (shadowSplits > 0)
  702. {
  703. lightQueue.shadowMap_ = renderer_->GetShadowMap(light, camera_, viewSize_.x_, viewSize_.y_);
  704. // If did not manage to get a shadow map, convert the light to unshadowed
  705. if (!lightQueue.shadowMap_)
  706. shadowSplits = 0;
  707. }
  708. // Setup shadow batch queues
  709. lightQueue.shadowSplits_.Resize(shadowSplits);
  710. for (unsigned j = 0; j < shadowSplits; ++j)
  711. {
  712. ShadowBatchQueue& shadowQueue = lightQueue.shadowSplits_[j];
  713. Camera* shadowCamera = query.shadowCameras_[j];
  714. shadowQueue.shadowCamera_ = shadowCamera;
  715. shadowQueue.nearSplit_ = query.shadowNearSplits_[j];
  716. shadowQueue.farSplit_ = query.shadowFarSplits_[j];
  717. shadowQueue.shadowBatches_.Clear(maxSortedInstances);
  718. // Setup the shadow split viewport and finalize shadow camera parameters
  719. shadowQueue.shadowViewport_ = GetShadowMapViewport(light, j, lightQueue.shadowMap_);
  720. FinalizeShadowCamera(shadowCamera, light, shadowQueue.shadowViewport_, query.shadowCasterBox_[j]);
  721. // Loop through shadow casters
  722. for (PODVector<Drawable*>::ConstIterator k = query.shadowCasters_.Begin() + query.shadowCasterBegin_[j];
  723. k < query.shadowCasters_.Begin() + query.shadowCasterEnd_[j]; ++k)
  724. {
  725. Drawable* drawable = *k;
  726. if (!drawable->IsInView(frame_, false))
  727. {
  728. drawable->MarkInView(frame_, false);
  729. shadowGeometries_.Push(drawable);
  730. }
  731. Zone* zone = GetZone(drawable);
  732. const Vector<SourceBatch>& batches = drawable->GetBatches();
  733. for (unsigned l = 0; l < batches.Size(); ++l)
  734. {
  735. const SourceBatch& srcBatch = batches[l];
  736. Technique* tech = GetTechnique(drawable, srcBatch.material_);
  737. if (!srcBatch.geometry_ || !srcBatch.numWorldTransforms_ || !tech)
  738. continue;
  739. Pass* pass = tech->GetPass(PASS_SHADOW);
  740. // Skip if material has no shadow pass
  741. if (!pass)
  742. continue;
  743. Batch destBatch(srcBatch);
  744. destBatch.pass_ = pass;
  745. destBatch.camera_ = shadowCamera;
  746. destBatch.zone_ = zone;
  747. destBatch.lightQueue_ = &lightQueue;
  748. AddBatchToQueue(shadowQueue.shadowBatches_, destBatch, tech);
  749. }
  750. }
  751. }
  752. // Process lit geometries
  753. for (PODVector<Drawable*>::ConstIterator j = query.litGeometries_.Begin(); j != query.litGeometries_.End(); ++j)
  754. {
  755. Drawable* drawable = *j;
  756. drawable->AddLight(light);
  757. // If drawable limits maximum lights, only record the light, and check maximum count / build batches later
  758. if (!drawable->GetMaxLights())
  759. GetLitBatches(drawable, lightQueue, alphaQueue);
  760. else
  761. maxLightsDrawables_.Insert(drawable);
  762. }
  763. // In deferred modes, store the light volume batch now
  764. if (deferred_)
  765. {
  766. Batch volumeBatch;
  767. volumeBatch.geometry_ = renderer_->GetLightGeometry(light);
  768. volumeBatch.geometryType_ = GEOM_STATIC;
  769. volumeBatch.worldTransform_ = &light->GetVolumeTransform(camera_);
  770. volumeBatch.numWorldTransforms_ = 1;
  771. volumeBatch.overrideView_ = light->GetLightType() == LIGHT_DIRECTIONAL;
  772. volumeBatch.camera_ = camera_;
  773. volumeBatch.lightQueue_ = &lightQueue;
  774. volumeBatch.distance_ = light->GetDistance();
  775. volumeBatch.material_ = 0;
  776. volumeBatch.pass_ = 0;
  777. volumeBatch.zone_ = 0;
  778. renderer_->SetLightVolumeBatchShaders(volumeBatch, lightVolumeVSName_, lightVolumePSName_);
  779. lightQueue.volumeBatches_.Push(volumeBatch);
  780. }
  781. }
  782. // Per-vertex light
  783. else
  784. {
  785. // Add the vertex light to lit drawables. It will be processed later during base pass batch generation
  786. for (PODVector<Drawable*>::ConstIterator j = query.litGeometries_.Begin(); j != query.litGeometries_.End(); ++j)
  787. {
  788. Drawable* drawable = *j;
  789. drawable->AddVertexLight(light);
  790. }
  791. }
  792. }
  793. }
  794. // Process drawables with limited per-pixel light count
  795. if (maxLightsDrawables_.Size())
  796. {
  797. PROFILE(GetMaxLightsBatches);
  798. for (HashSet<Drawable*>::Iterator i = maxLightsDrawables_.Begin(); i != maxLightsDrawables_.End(); ++i)
  799. {
  800. Drawable* drawable = *i;
  801. drawable->LimitLights();
  802. const PODVector<Light*>& lights = drawable->GetLights();
  803. for (unsigned i = 0; i < lights.Size(); ++i)
  804. {
  805. Light* light = lights[i];
  806. // Find the correct light queue again
  807. LightBatchQueue* queue = light->GetLightQueue();
  808. if (queue)
  809. GetLitBatches(drawable, *queue, alphaQueue);
  810. }
  811. }
  812. }
  813. // Build base pass batches
  814. {
  815. PROFILE(GetBaseBatches);
  816. for (PODVector<Drawable*>::ConstIterator i = geometries_.Begin(); i != geometries_.End(); ++i)
  817. {
  818. Drawable* drawable = *i;
  819. Zone* zone = GetZone(drawable);
  820. const Vector<SourceBatch>& batches = drawable->GetBatches();
  821. const PODVector<Light*>& drawableVertexLights = drawable->GetVertexLights();
  822. if (!drawableVertexLights.Empty())
  823. drawable->LimitVertexLights();
  824. for (unsigned j = 0; j < batches.Size(); ++j)
  825. {
  826. const SourceBatch& srcBatch = batches[j];
  827. // Check here if the material refers to a rendertarget texture with camera(s) attached
  828. // Only check this for backbuffer views (null rendertarget)
  829. if (srcBatch.material_ && srcBatch.material_->GetAuxViewFrameNumber() != frame_.frameNumber_ && !renderTarget_)
  830. CheckMaterialForAuxView(srcBatch.material_);
  831. Technique* tech = GetTechnique(drawable, srcBatch.material_);
  832. if (!srcBatch.geometry_ || !srcBatch.numWorldTransforms_ || !tech)
  833. continue;
  834. Batch destBatch(srcBatch);
  835. destBatch.camera_ = camera_;
  836. destBatch.zone_ = zone;
  837. destBatch.isBase_ = true;
  838. destBatch.pass_ = 0;
  839. destBatch.lightMask_ = GetLightMask(drawable);
  840. // Check each of the scene passes
  841. for (unsigned k = 0; k < scenePasses_.Size(); ++k)
  842. {
  843. ScenePassInfo& info = scenePasses_[k];
  844. destBatch.pass_ = tech->GetPass(info.pass_);
  845. if (!destBatch.pass_)
  846. continue;
  847. // Skip forward base pass if the corresponding litbase pass already exists
  848. if (info.pass_ == basePassName_ && j < 32 && drawable->HasBasePass(j))
  849. continue;
  850. if (info.vertexLights_ && !drawableVertexLights.Empty())
  851. {
  852. // For a deferred opaque batch, check if the vertex lights include converted per-pixel lights, and remove
  853. // them to prevent double-lighting
  854. if (deferred_ && destBatch.pass_->GetBlendMode() == BLEND_REPLACE)
  855. {
  856. vertexLights.Clear();
  857. for (unsigned i = 0; i < drawableVertexLights.Size(); ++i)
  858. {
  859. if (drawableVertexLights[i]->GetPerVertex())
  860. vertexLights.Push(drawableVertexLights[i]);
  861. }
  862. }
  863. else
  864. vertexLights = drawableVertexLights;
  865. if (!vertexLights.Empty())
  866. {
  867. // Find a vertex light queue. If not found, create new
  868. unsigned long long hash = GetVertexLightQueueHash(vertexLights);
  869. HashMap<unsigned long long, LightBatchQueue>::Iterator i = vertexLightQueues_.Find(hash);
  870. if (i == vertexLightQueues_.End())
  871. {
  872. i = vertexLightQueues_.Insert(MakePair(hash, LightBatchQueue()));
  873. i->second_.light_ = 0;
  874. i->second_.shadowMap_ = 0;
  875. i->second_.vertexLights_ = vertexLights;
  876. }
  877. destBatch.lightQueue_ = &(i->second_);
  878. }
  879. }
  880. else
  881. destBatch.lightQueue_ = 0;
  882. bool allowInstancing = info.allowInstancing_;
  883. if (allowInstancing && info.markToStencil_ && destBatch.lightMask_ != (zone->GetLightMask() & 0xff))
  884. allowInstancing = false;
  885. AddBatchToQueue(*info.batchQueue_, destBatch, tech, allowInstancing);
  886. }
  887. }
  888. }
  889. }
  890. }
  891. void View::UpdateGeometries()
  892. {
  893. PROFILE(SortAndUpdateGeometry);
  894. WorkQueue* queue = GetSubsystem<WorkQueue>();
  895. // Sort batches
  896. {
  897. WorkItem item;
  898. for (unsigned i = 0; i < renderPath_->commands_.Size(); ++i)
  899. {
  900. const RenderPathCommand& command = renderPath_->commands_[i];
  901. if (!IsNecessary(command))
  902. continue;
  903. if (command.type_ == CMD_SCENEPASS)
  904. {
  905. BatchQueue* passQueue = &batchQueues_[command.pass_];
  906. item.workFunction_ = command.sortMode_ == SORT_FRONTTOBACK ? SortBatchQueueFrontToBackWork :
  907. SortBatchQueueBackToFrontWork;
  908. item.start_ = &batchQueues_[command.pass_];
  909. queue->AddWorkItem(item);
  910. }
  911. }
  912. for (Vector<LightBatchQueue>::Iterator i = lightQueues_.Begin(); i != lightQueues_.End(); ++i)
  913. {
  914. item.workFunction_ = SortLightQueueWork;
  915. item.start_ = &(*i);
  916. queue->AddWorkItem(item);
  917. if (i->shadowSplits_.Size())
  918. {
  919. item.workFunction_ = SortShadowQueueWork;
  920. queue->AddWorkItem(item);
  921. }
  922. }
  923. }
  924. // Update geometries. Split into threaded and non-threaded updates.
  925. {
  926. nonThreadedGeometries_.Clear();
  927. threadedGeometries_.Clear();
  928. for (PODVector<Drawable*>::Iterator i = geometries_.Begin(); i != geometries_.End(); ++i)
  929. {
  930. UpdateGeometryType type = (*i)->GetUpdateGeometryType();
  931. if (type == UPDATE_MAIN_THREAD)
  932. nonThreadedGeometries_.Push(*i);
  933. else if (type == UPDATE_WORKER_THREAD)
  934. threadedGeometries_.Push(*i);
  935. }
  936. for (PODVector<Drawable*>::Iterator i = shadowGeometries_.Begin(); i != shadowGeometries_.End(); ++i)
  937. {
  938. UpdateGeometryType type = (*i)->GetUpdateGeometryType();
  939. if (type == UPDATE_MAIN_THREAD)
  940. nonThreadedGeometries_.Push(*i);
  941. else if (type == UPDATE_WORKER_THREAD)
  942. threadedGeometries_.Push(*i);
  943. }
  944. if (threadedGeometries_.Size())
  945. {
  946. int numWorkItems = queue->GetNumThreads() + 1; // Worker threads + main thread
  947. int drawablesPerItem = threadedGeometries_.Size() / numWorkItems;
  948. WorkItem item;
  949. item.workFunction_ = UpdateDrawableGeometriesWork;
  950. item.aux_ = const_cast<FrameInfo*>(&frame_);
  951. PODVector<Drawable*>::Iterator start = threadedGeometries_.Begin();
  952. for (int i = 0; i < numWorkItems; ++i)
  953. {
  954. PODVector<Drawable*>::Iterator end = threadedGeometries_.End();
  955. if (i < numWorkItems - 1 && end - start > drawablesPerItem)
  956. end = start + drawablesPerItem;
  957. item.start_ = &(*start);
  958. item.end_ = &(*end);
  959. queue->AddWorkItem(item);
  960. start = end;
  961. }
  962. }
  963. // While the work queue is processed, update non-threaded geometries
  964. for (PODVector<Drawable*>::ConstIterator i = nonThreadedGeometries_.Begin(); i != nonThreadedGeometries_.End(); ++i)
  965. (*i)->UpdateGeometry(frame_);
  966. }
  967. // Finally ensure all threaded work has completed
  968. queue->Complete(M_MAX_UNSIGNED);
  969. }
  970. void View::GetLitBatches(Drawable* drawable, LightBatchQueue& lightQueue, BatchQueue* alphaQueue)
  971. {
  972. Light* light = lightQueue.light_;
  973. Zone* zone = GetZone(drawable);
  974. const Vector<SourceBatch>& batches = drawable->GetBatches();
  975. bool hasAmbientGradient = zone->GetAmbientGradient() && zone->GetAmbientStartColor() != zone->GetAmbientEndColor();
  976. // Shadows on transparencies can only be rendered if shadow maps are not reused
  977. bool allowTransparentShadows = !renderer_->GetReuseShadowMaps();
  978. bool allowLitBase = useLitBase_ && light == drawable->GetFirstLight() && drawable->GetVertexLights().Empty() && !hasAmbientGradient;
  979. for (unsigned i = 0; i < batches.Size(); ++i)
  980. {
  981. const SourceBatch& srcBatch = batches[i];
  982. Technique* tech = GetTechnique(drawable, srcBatch.material_);
  983. if (!srcBatch.geometry_ || !srcBatch.numWorldTransforms_ || !tech)
  984. continue;
  985. // Do not create pixel lit forward passes for materials that render into the G-buffer
  986. if (gBufferPassName_.Value() && tech->HasPass(gBufferPassName_))
  987. continue;
  988. Batch destBatch(srcBatch);
  989. bool isLitAlpha = false;
  990. // Check for lit base pass. Because it uses the replace blend mode, it must be ensured to be the first light
  991. // Also vertex lighting or ambient gradient require the non-lit base pass, so skip in those cases
  992. if (i < 32 && allowLitBase)
  993. {
  994. destBatch.pass_ = tech->GetPass(litBasePassName_);
  995. if (destBatch.pass_)
  996. {
  997. destBatch.isBase_ = true;
  998. drawable->SetBasePass(i);
  999. }
  1000. else
  1001. destBatch.pass_ = tech->GetPass(lightPassName_);
  1002. }
  1003. else
  1004. destBatch.pass_ = tech->GetPass(lightPassName_);
  1005. // If no lit pass, check for lit alpha
  1006. if (!destBatch.pass_)
  1007. {
  1008. destBatch.pass_ = tech->GetPass(litAlphaPassName_);
  1009. isLitAlpha = true;
  1010. }
  1011. // Skip if material does not receive light at all
  1012. if (!destBatch.pass_)
  1013. continue;
  1014. destBatch.camera_ = camera_;
  1015. destBatch.lightQueue_ = &lightQueue;
  1016. destBatch.zone_ = zone;
  1017. if (!isLitAlpha)
  1018. AddBatchToQueue(lightQueue.litBatches_, destBatch, tech);
  1019. else if (alphaQueue)
  1020. {
  1021. // Transparent batches can not be instanced
  1022. AddBatchToQueue(*alphaQueue, destBatch, tech, false, allowTransparentShadows);
  1023. }
  1024. }
  1025. }
  1026. void View::ExecuteRenderPathCommands()
  1027. {
  1028. // If not reusing shadowmaps, render all of them first
  1029. if (!renderer_->GetReuseShadowMaps() && renderer_->GetDrawShadows() && !lightQueues_.Empty())
  1030. {
  1031. PROFILE(RenderShadowMaps);
  1032. for (Vector<LightBatchQueue>::Iterator i = lightQueues_.Begin(); i != lightQueues_.End(); ++i)
  1033. {
  1034. if (i->shadowMap_)
  1035. RenderShadowMap(*i);
  1036. }
  1037. }
  1038. {
  1039. PROFILE(ExecuteRenderPath);
  1040. // Set for safety in case of empty renderpath
  1041. currentRenderTarget_ = substituteRenderTarget_ ? substituteRenderTarget_ : renderTarget_;
  1042. currentViewportTexture_ = 0;
  1043. bool viewportModified = false;
  1044. bool isPingponging = false;
  1045. unsigned lastCommandIndex = 0;
  1046. for (unsigned i = 0; i < renderPath_->commands_.Size(); ++i)
  1047. {
  1048. RenderPathCommand& command = renderPath_->commands_[i];
  1049. if (IsNecessary(command))
  1050. lastCommandIndex = i;
  1051. }
  1052. for (unsigned i = 0; i < renderPath_->commands_.Size(); ++i)
  1053. {
  1054. RenderPathCommand& command = renderPath_->commands_[i];
  1055. if (!IsNecessary(command))
  1056. continue;
  1057. bool viewportRead = CheckViewportRead(command);
  1058. bool viewportWrite = CheckViewportWrite(command);
  1059. bool beginPingpong = CheckPingpong(i);
  1060. // Has the viewport been modified and will be read as a texture by the current command?
  1061. if (viewportRead && viewportModified)
  1062. {
  1063. // Start pingponging without a blit if already rendering to the substitute render target
  1064. if (currentRenderTarget_ && currentRenderTarget_ == substituteRenderTarget_ && beginPingpong)
  1065. isPingponging = true;
  1066. // If not using pingponging, simply resolve/copy to the first viewport texture
  1067. if (!isPingponging)
  1068. {
  1069. if (!currentRenderTarget_)
  1070. {
  1071. graphics_->ResolveToTexture(viewportTextures_[0], viewRect_);
  1072. currentViewportTexture_ = viewportTextures_[0];
  1073. viewportModified = false;
  1074. }
  1075. else
  1076. {
  1077. if (viewportWrite)
  1078. {
  1079. BlitFramebuffer(static_cast<Texture2D*>(currentRenderTarget_->GetParentTexture()),
  1080. viewportTextures_[0]->GetRenderSurface(), false);
  1081. currentViewportTexture_ = viewportTextures_[0];
  1082. viewportModified = false;
  1083. }
  1084. else
  1085. {
  1086. // If the current render target is already a texture, and we are not writing to it, can read that
  1087. // texture directly instead of blitting. However keep the viewport dirty flag in case a later command
  1088. // will do both read and write, and then we need to blit / resolve
  1089. currentViewportTexture_ = static_cast<Texture2D*>(currentRenderTarget_->GetParentTexture());
  1090. }
  1091. }
  1092. }
  1093. else
  1094. {
  1095. // Swap the pingpong double buffer sides. Texture 0 will be read next
  1096. viewportTextures_[1] = viewportTextures_[0];
  1097. viewportTextures_[0] = static_cast<Texture2D*>(currentRenderTarget_->GetParentTexture());
  1098. currentViewportTexture_ = viewportTextures_[0];
  1099. viewportModified = false;
  1100. }
  1101. }
  1102. if (beginPingpong)
  1103. isPingponging = true;
  1104. // Determine viewport write target
  1105. if (viewportWrite)
  1106. {
  1107. if (isPingponging)
  1108. {
  1109. currentRenderTarget_ = viewportTextures_[1]->GetRenderSurface();
  1110. // If the render path ends into a quad, it can be redirected to the final render target
  1111. if (i == lastCommandIndex && command.type_ == CMD_QUAD)
  1112. currentRenderTarget_ = renderTarget_;
  1113. }
  1114. else
  1115. currentRenderTarget_ = substituteRenderTarget_ ? substituteRenderTarget_ : renderTarget_;
  1116. }
  1117. switch (command.type_)
  1118. {
  1119. case CMD_CLEAR:
  1120. {
  1121. PROFILE(ClearRenderTarget);
  1122. Color clearColor = command.clearColor_;
  1123. if (command.useFogColor_)
  1124. clearColor = farClipZone_->GetFogColor();
  1125. SetRenderTargets(command);
  1126. graphics_->Clear(command.clearFlags_, clearColor, command.clearDepth_, command.clearStencil_);
  1127. }
  1128. break;
  1129. case CMD_SCENEPASS:
  1130. if (!batchQueues_[command.pass_].IsEmpty())
  1131. {
  1132. PROFILE(RenderScenePass);
  1133. SetRenderTargets(command);
  1134. SetTextures(command);
  1135. graphics_->SetFillMode(camera_->GetFillMode());
  1136. graphics_->SetClipPlane(camera_->GetUseClipping(), camera_->GetClipPlane(), camera_->GetView(), camera_->GetProjection());
  1137. batchQueues_[command.pass_].Draw(this, command.useScissor_, command.markToStencil_);
  1138. }
  1139. break;
  1140. case CMD_QUAD:
  1141. {
  1142. PROFILE(RenderQuad);
  1143. SetRenderTargets(command);
  1144. SetTextures(command);
  1145. RenderQuad(command);
  1146. }
  1147. break;
  1148. case CMD_FORWARDLIGHTS:
  1149. // Render shadow maps + opaque objects' additive lighting
  1150. if (!lightQueues_.Empty())
  1151. {
  1152. PROFILE(RenderLights);
  1153. SetRenderTargets(command);
  1154. for (Vector<LightBatchQueue>::Iterator i = lightQueues_.Begin(); i != lightQueues_.End(); ++i)
  1155. {
  1156. // If reusing shadowmaps, render each of them before the lit batches
  1157. if (renderer_->GetReuseShadowMaps() && i->shadowMap_)
  1158. {
  1159. RenderShadowMap(*i);
  1160. SetRenderTargets(command);
  1161. }
  1162. SetTextures(command);
  1163. graphics_->SetFillMode(camera_->GetFillMode());
  1164. graphics_->SetClipPlane(camera_->GetUseClipping(), camera_->GetClipPlane(), camera_->GetView(), camera_->GetProjection());
  1165. i->litBatches_.Draw(i->light_, this);
  1166. }
  1167. graphics_->SetScissorTest(false);
  1168. graphics_->SetStencilTest(false);
  1169. }
  1170. break;
  1171. case CMD_LIGHTVOLUMES:
  1172. // Render shadow maps + light volumes
  1173. if (!lightQueues_.Empty())
  1174. {
  1175. PROFILE(RenderLightVolumes);
  1176. SetRenderTargets(command);
  1177. for (Vector<LightBatchQueue>::Iterator i = lightQueues_.Begin(); i != lightQueues_.End(); ++i)
  1178. {
  1179. // If reusing shadowmaps, render each of them before the lit batches
  1180. if (renderer_->GetReuseShadowMaps() && i->shadowMap_)
  1181. {
  1182. RenderShadowMap(*i);
  1183. SetRenderTargets(command);
  1184. }
  1185. SetTextures(command);
  1186. for (unsigned j = 0; j < i->volumeBatches_.Size(); ++j)
  1187. {
  1188. SetupLightVolumeBatch(i->volumeBatches_[j]);
  1189. i->volumeBatches_[j].Draw(this);
  1190. }
  1191. }
  1192. graphics_->SetScissorTest(false);
  1193. graphics_->SetStencilTest(false);
  1194. }
  1195. break;
  1196. default:
  1197. break;
  1198. }
  1199. // If current command output to the viewport, mark it modified
  1200. if (viewportWrite)
  1201. viewportModified = true;
  1202. }
  1203. }
  1204. // After executing all commands, reset rendertarget for debug geometry rendering
  1205. graphics_->SetRenderTarget(0, renderTarget_);
  1206. for (unsigned i = 1; i < MAX_RENDERTARGETS; ++i)
  1207. graphics_->SetRenderTarget(i, (RenderSurface*)0);
  1208. graphics_->SetDepthStencil(GetDepthStencil(renderTarget_));
  1209. graphics_->SetViewport(viewRect_);
  1210. graphics_->SetFillMode(FILL_SOLID);
  1211. graphics_->SetClipPlane(false);
  1212. }
  1213. void View::SetRenderTargets(RenderPathCommand& command)
  1214. {
  1215. unsigned index = 0;
  1216. IntRect viewPort = viewRect_;
  1217. while (index < command.outputNames_.Size())
  1218. {
  1219. if (!command.outputNames_[index].Compare("viewport", false))
  1220. graphics_->SetRenderTarget(index, currentRenderTarget_);
  1221. else
  1222. {
  1223. StringHash nameHash(command.outputNames_[index]);
  1224. if (renderTargets_.Contains(nameHash))
  1225. {
  1226. Texture2D* texture = renderTargets_[nameHash];
  1227. graphics_->SetRenderTarget(index, texture);
  1228. if (!index)
  1229. {
  1230. // Determine viewport size from rendertarget info
  1231. for (unsigned i = 0; i < renderPath_->renderTargets_.Size(); ++i)
  1232. {
  1233. const RenderTargetInfo& info = renderPath_->renderTargets_[i];
  1234. if (!info.name_.Compare(command.outputNames_[index], false))
  1235. {
  1236. switch (info.sizeMode_)
  1237. {
  1238. // If absolute or a divided viewport size, use the full texture
  1239. case SIZE_ABSOLUTE:
  1240. case SIZE_VIEWPORTDIVISOR:
  1241. viewPort = IntRect(0, 0, texture->GetWidth(), texture->GetHeight());
  1242. break;
  1243. // If a divided rendertarget size, retain the same viewport, but scaled
  1244. case SIZE_RENDERTARGETDIVISOR:
  1245. if (info.size_.x_ && info.size_.y_)
  1246. {
  1247. viewPort = IntRect(viewRect_.left_ / info.size_.x_, viewRect_.top_ / info.size_.y_,
  1248. viewRect_.right_ / info.size_.x_, viewRect_.bottom_ / info.size_.y_);
  1249. }
  1250. break;
  1251. }
  1252. break;
  1253. }
  1254. }
  1255. }
  1256. }
  1257. else
  1258. graphics_->SetRenderTarget(0, (RenderSurface*)0);
  1259. }
  1260. ++index;
  1261. }
  1262. while (index < MAX_RENDERTARGETS)
  1263. {
  1264. graphics_->SetRenderTarget(index, (RenderSurface*)0);
  1265. ++index;
  1266. }
  1267. graphics_->SetDepthStencil(GetDepthStencil(graphics_->GetRenderTarget(0)));
  1268. graphics_->SetViewport(viewPort);
  1269. graphics_->SetColorWrite(true);
  1270. }
  1271. void View::SetTextures(RenderPathCommand& command)
  1272. {
  1273. ResourceCache* cache = GetSubsystem<ResourceCache>();
  1274. for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
  1275. {
  1276. if (command.textureNames_[i].Empty())
  1277. continue;
  1278. // Bind the rendered output
  1279. if (!command.textureNames_[i].Compare("viewport", false))
  1280. {
  1281. graphics_->SetTexture(i, currentViewportTexture_);
  1282. continue;
  1283. }
  1284. // Bind a rendertarget
  1285. HashMap<StringHash, Texture2D*>::ConstIterator j = renderTargets_.Find(command.textureNames_[i]);
  1286. if (j != renderTargets_.End())
  1287. {
  1288. graphics_->SetTexture(i, j->second_);
  1289. continue;
  1290. }
  1291. // Bind a texture from the resource system
  1292. Texture* texture;
  1293. // Detect cube/3D textures by file extension: they are defined by an XML file
  1294. if (GetExtension(command.textureNames_[i]) == ".xml")
  1295. {
  1296. // Assume 3D textures are only bound to the volume map unit, otherwise it's a cube texture
  1297. if (i == TU_VOLUMEMAP)
  1298. texture = cache->GetResource<Texture3D>(command.textureNames_[i]);
  1299. else
  1300. texture = cache->GetResource<TextureCube>(command.textureNames_[i]);
  1301. }
  1302. else
  1303. texture = cache->GetResource<Texture2D>(command.textureNames_[i]);
  1304. if (texture)
  1305. graphics_->SetTexture(i, texture);
  1306. else
  1307. {
  1308. // If requesting a texture fails, clear the texture name to prevent redundant attempts
  1309. command.textureNames_[i] = String::EMPTY;
  1310. }
  1311. }
  1312. }
  1313. void View::RenderQuad(RenderPathCommand& command)
  1314. {
  1315. if (command.vertexShaderName_.Empty() || command.pixelShaderName_.Empty())
  1316. return;
  1317. // If shader can not be found, clear it from the command to prevent redundant attempts
  1318. ShaderVariation* vs = renderer_->GetShader(VS, command.vertexShaderName_, command.vertexShaderDefines_);
  1319. if (!vs)
  1320. command.vertexShaderName_ = String::EMPTY;
  1321. ShaderVariation* ps = renderer_->GetShader(PS, command.pixelShaderName_, command.pixelShaderDefines_);
  1322. if (!ps)
  1323. command.pixelShaderName_ = String::EMPTY;
  1324. // Set shaders & shader parameters and textures
  1325. graphics_->SetShaders(vs, ps);
  1326. const HashMap<StringHash, Variant>& parameters = command.shaderParameters_;
  1327. for (HashMap<StringHash, Variant>::ConstIterator k = parameters.Begin(); k != parameters.End(); ++k)
  1328. graphics_->SetShaderParameter(k->first_, k->second_);
  1329. graphics_->SetShaderParameter(VSP_DELTATIME, frame_.timeStep_);
  1330. graphics_->SetShaderParameter(PSP_DELTATIME, frame_.timeStep_);
  1331. float nearClip = camera_->GetNearClip();
  1332. float farClip = camera_->GetFarClip();
  1333. graphics_->SetShaderParameter(VSP_NEARCLIP, nearClip);
  1334. graphics_->SetShaderParameter(VSP_FARCLIP, farClip);
  1335. graphics_->SetShaderParameter(PSP_NEARCLIP, nearClip);
  1336. graphics_->SetShaderParameter(PSP_FARCLIP, farClip);
  1337. float rtWidth = (float)rtSize_.x_;
  1338. float rtHeight = (float)rtSize_.y_;
  1339. float widthRange = 0.5f * viewSize_.x_ / rtWidth;
  1340. float heightRange = 0.5f * viewSize_.y_ / rtHeight;
  1341. #ifdef USE_OPENGL
  1342. Vector4 bufferUVOffset(((float)viewRect_.left_) / rtWidth + widthRange,
  1343. 1.0f - (((float)viewRect_.top_) / rtHeight + heightRange), widthRange, heightRange);
  1344. #else
  1345. Vector4 bufferUVOffset((0.5f + (float)viewRect_.left_) / rtWidth + widthRange,
  1346. (0.5f + (float)viewRect_.top_) / rtHeight + heightRange, widthRange, heightRange);
  1347. #endif
  1348. graphics_->SetShaderParameter(VSP_GBUFFEROFFSETS, bufferUVOffset);
  1349. graphics_->SetShaderParameter(PSP_GBUFFERINVSIZE, Vector4(1.0f / rtWidth, 1.0f / rtHeight, 0.0f, 0.0f));
  1350. // Set per-rendertarget inverse size / offset shader parameters as necessary
  1351. for (unsigned i = 0; i < renderPath_->renderTargets_.Size(); ++i)
  1352. {
  1353. const RenderTargetInfo& rtInfo = renderPath_->renderTargets_[i];
  1354. if (!rtInfo.enabled_)
  1355. continue;
  1356. StringHash nameHash(rtInfo.name_);
  1357. if (!renderTargets_.Contains(nameHash))
  1358. continue;
  1359. String invSizeName = rtInfo.name_ + "InvSize";
  1360. String offsetsName = rtInfo.name_ + "Offsets";
  1361. float width = (float)renderTargets_[nameHash]->GetWidth();
  1362. float height = (float)renderTargets_[nameHash]->GetHeight();
  1363. graphics_->SetShaderParameter(invSizeName, Vector4(1.0f / width, 1.0f / height, 0.0f, 0.0f));
  1364. #ifdef USE_OPENGL
  1365. graphics_->SetShaderParameter(offsetsName, Vector4::ZERO);
  1366. #else
  1367. graphics_->SetShaderParameter(offsetsName, Vector4(0.5f / width, 0.5f / height, 0.0f, 0.0f));
  1368. #endif
  1369. }
  1370. graphics_->SetBlendMode(BLEND_REPLACE);
  1371. graphics_->SetDepthTest(CMP_ALWAYS);
  1372. graphics_->SetDepthWrite(false);
  1373. graphics_->SetFillMode(FILL_SOLID);
  1374. graphics_->SetClipPlane(false);
  1375. graphics_->SetScissorTest(false);
  1376. graphics_->SetStencilTest(false);
  1377. DrawFullscreenQuad(false);
  1378. }
  1379. bool View::IsNecessary(const RenderPathCommand& command)
  1380. {
  1381. return command.enabled_ && command.outputNames_.Size() && (command.type_ != CMD_SCENEPASS ||
  1382. !batchQueues_[command.pass_].IsEmpty());
  1383. }
  1384. bool View::CheckViewportRead(const RenderPathCommand& command)
  1385. {
  1386. for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
  1387. {
  1388. if (!command.textureNames_[i].Empty() && !command.textureNames_[i].Compare("viewport", false))
  1389. return true;
  1390. }
  1391. return false;
  1392. }
  1393. bool View::CheckViewportWrite(const RenderPathCommand& command)
  1394. {
  1395. for (unsigned i = 0; i < command.outputNames_.Size(); ++i)
  1396. {
  1397. if (!command.outputNames_[i].Compare("viewport", false))
  1398. return true;
  1399. }
  1400. return false;
  1401. }
  1402. bool View::CheckPingpong(unsigned index)
  1403. {
  1404. // Current command must be a viewport-reading & writing quad to begin the pingpong chain
  1405. RenderPathCommand& current = renderPath_->commands_[index];
  1406. if (current.type_ != CMD_QUAD || !CheckViewportRead(current) || !CheckViewportWrite(current))
  1407. return false;
  1408. // If there are commands other than quads that target the viewport, we must keep rendering to the final target and resolving
  1409. // to a viewport texture when necessary instead of pingponging, as a scene pass is not guaranteed to fill the entire viewport
  1410. for (unsigned i = index + 1; i < renderPath_->commands_.Size(); ++i)
  1411. {
  1412. RenderPathCommand& command = renderPath_->commands_[i];
  1413. if (!IsNecessary(command))
  1414. continue;
  1415. if (CheckViewportWrite(command))
  1416. {
  1417. if (command.type_ != CMD_QUAD)
  1418. return false;
  1419. }
  1420. }
  1421. return true;
  1422. }
  1423. void View::AllocateScreenBuffers()
  1424. {
  1425. bool needSubstitute = false;
  1426. unsigned numViewportTextures = 0;
  1427. #ifdef USE_OPENGL
  1428. // Due to FBO limitations, in OpenGL deferred modes need to render to texture first and then blit to the backbuffer
  1429. // Also, if rendering to a texture with full deferred rendering, it must be RGBA to comply with the rest of the buffers.
  1430. if ((deferred_ && !renderTarget_) || (deferredAmbient_ && renderTarget_ && renderTarget_->GetParentTexture()->GetFormat() !=
  1431. Graphics::GetRGBAFormat()))
  1432. needSubstitute = true;
  1433. #endif
  1434. // If backbuffer is antialiased when using deferred rendering, need to reserve a buffer
  1435. if (deferred_ && !renderTarget_ && graphics_->GetMultiSample() > 1)
  1436. needSubstitute = true;
  1437. // Follow final rendertarget format, or use RGB to match the backbuffer format
  1438. unsigned format = renderTarget_ ? renderTarget_->GetParentTexture()->GetFormat() : Graphics::GetRGBFormat();
  1439. // If HDR rendering is enabled use RGBA16f and reserve a buffer
  1440. bool hdrRendering = renderer_->GetHDRRendering();
  1441. if (renderer_->GetHDRRendering())
  1442. {
  1443. format = Graphics::GetRGBAFloat16Format();
  1444. needSubstitute = true;
  1445. }
  1446. #ifdef USE_OPENGL
  1447. if (deferred_ && !hdrRendering)
  1448. format = Graphics::GetRGBAFormat();
  1449. #endif
  1450. // Check for commands which read the viewport, or pingpong between viewport textures
  1451. bool hasViewportRead = false;
  1452. bool hasPingpong = false;
  1453. for (unsigned i = 0; i < renderPath_->commands_.Size(); ++i)
  1454. {
  1455. const RenderPathCommand& command = renderPath_->commands_[i];
  1456. if (!IsNecessary(command))
  1457. continue;
  1458. if (CheckViewportRead(command))
  1459. hasViewportRead = true;
  1460. if (!hasPingpong && CheckPingpong(i))
  1461. hasPingpong = true;
  1462. }
  1463. if (hasViewportRead)
  1464. {
  1465. ++numViewportTextures;
  1466. // If OpenGL ES, use substitute target to avoid resolve from the backbuffer, which may be slow. However if multisampling
  1467. // is specified, there is no choice
  1468. #ifdef GL_ES_VERSION_2_0
  1469. if (!renderTarget_ && graphics_->GetMultiSample() < 2)
  1470. needSubstitute = true;
  1471. #endif
  1472. // If we have viewport read and target is a cube map, must allocate a substitute target instead as BlitFramebuffer()
  1473. // does not support reading a cube map
  1474. if (renderTarget_ && renderTarget_->GetParentTexture()->GetType() == TextureCube::GetTypeStatic())
  1475. needSubstitute = true;
  1476. if (hasPingpong && !needSubstitute)
  1477. ++numViewportTextures;
  1478. }
  1479. // Allocate screen buffers with filtering active in case the quad commands need that
  1480. // Follow the sRGB mode of the destination render target
  1481. bool sRGB = renderTarget_ ? renderTarget_->GetParentTexture()->GetSRGB() : graphics_->GetSRGB();
  1482. substituteRenderTarget_ = needSubstitute ? renderer_->GetScreenBuffer(rtSize_.x_, rtSize_.y_, format, true,
  1483. sRGB)->GetRenderSurface() : (RenderSurface*)0;
  1484. for (unsigned i = 0; i < MAX_VIEWPORT_TEXTURES; ++i)
  1485. {
  1486. viewportTextures_[i] = i < numViewportTextures ? renderer_->GetScreenBuffer(rtSize_.x_, rtSize_.y_, format, true, sRGB) :
  1487. (Texture2D*)0;
  1488. }
  1489. // If using a substitute render target and pingponging, the substitute can act as the second viewport texture
  1490. if (numViewportTextures == 1 && substituteRenderTarget_)
  1491. viewportTextures_[1] = static_cast<Texture2D*>(substituteRenderTarget_->GetParentTexture());
  1492. // Allocate extra render targets defined by the rendering path
  1493. for (unsigned i = 0; i < renderPath_->renderTargets_.Size(); ++i)
  1494. {
  1495. const RenderTargetInfo& rtInfo = renderPath_->renderTargets_[i];
  1496. if (!rtInfo.enabled_)
  1497. continue;
  1498. unsigned width = rtInfo.size_.x_;
  1499. unsigned height = rtInfo.size_.y_;
  1500. if (rtInfo.sizeMode_ == SIZE_VIEWPORTDIVISOR)
  1501. {
  1502. width = viewSize_.x_ / (width ? width : 1);
  1503. height = viewSize_.y_ / (height ? height : 1);
  1504. }
  1505. if (rtInfo.sizeMode_ == SIZE_RENDERTARGETDIVISOR)
  1506. {
  1507. width = rtSize_.x_ / (width ? width : 1);
  1508. height = rtSize_.y_ / (height ? height : 1);
  1509. }
  1510. // If the rendertarget is persistent, key it with a hash derived from the RT name and the view's pointer
  1511. renderTargets_[rtInfo.name_] = renderer_->GetScreenBuffer(width, height, rtInfo.format_, rtInfo.filtered_, rtInfo.sRGB_,
  1512. rtInfo.persistent_ ? StringHash(rtInfo.name_).Value() + (unsigned)(size_t)this : 0);
  1513. }
  1514. }
  1515. void View::BlitFramebuffer(Texture2D* source, RenderSurface* destination, bool depthWrite)
  1516. {
  1517. if (!source)
  1518. return;
  1519. PROFILE(BlitFramebuffer);
  1520. graphics_->SetBlendMode(BLEND_REPLACE);
  1521. graphics_->SetDepthTest(CMP_ALWAYS);
  1522. graphics_->SetDepthWrite(depthWrite);
  1523. graphics_->SetFillMode(FILL_SOLID);
  1524. graphics_->SetClipPlane(false);
  1525. graphics_->SetScissorTest(false);
  1526. graphics_->SetStencilTest(false);
  1527. graphics_->SetRenderTarget(0, destination);
  1528. for (unsigned i = 1; i < MAX_RENDERTARGETS; ++i)
  1529. graphics_->SetRenderTarget(i, (RenderSurface*)0);
  1530. graphics_->SetDepthStencil(GetDepthStencil(destination));
  1531. graphics_->SetViewport(viewRect_);
  1532. String shaderName = "CopyFramebuffer";
  1533. graphics_->SetShaders(renderer_->GetShader(VS, shaderName), renderer_->GetShader(PS, shaderName));
  1534. float rtWidth = (float)rtSize_.x_;
  1535. float rtHeight = (float)rtSize_.y_;
  1536. float widthRange = 0.5f * viewSize_.x_ / rtWidth;
  1537. float heightRange = 0.5f * viewSize_.y_ / rtHeight;
  1538. #ifdef USE_OPENGL
  1539. Vector4 bufferUVOffset(((float)viewRect_.left_) / rtWidth + widthRange,
  1540. 1.0f - (((float)viewRect_.top_) / rtHeight + heightRange), widthRange, heightRange);
  1541. #else
  1542. Vector4 bufferUVOffset((0.5f + (float)viewRect_.left_) / rtWidth + widthRange,
  1543. (0.5f + (float)viewRect_.top_) / rtHeight + heightRange, widthRange, heightRange);
  1544. #endif
  1545. graphics_->SetShaderParameter(VSP_GBUFFEROFFSETS, bufferUVOffset);
  1546. graphics_->SetTexture(TU_DIFFUSE, source);
  1547. DrawFullscreenQuad(false);
  1548. }
  1549. void View::DrawFullscreenQuad(bool nearQuad)
  1550. {
  1551. Light* quadDirLight = renderer_->GetQuadDirLight();
  1552. Geometry* geometry = renderer_->GetLightGeometry(quadDirLight);
  1553. Matrix3x4 model = Matrix3x4::IDENTITY;
  1554. Matrix4 projection = Matrix4::IDENTITY;
  1555. #ifdef USE_OPENGL
  1556. if (camera_->GetFlipVertical())
  1557. projection.m11_ = -1.0f;
  1558. model.m23_ = nearQuad ? -1.0f : 1.0f;
  1559. #else
  1560. model.m23_ = nearQuad ? 0.0f : 1.0f;
  1561. #endif
  1562. graphics_->SetCullMode(CULL_NONE);
  1563. graphics_->SetShaderParameter(VSP_MODEL, model);
  1564. graphics_->SetShaderParameter(VSP_VIEWPROJ, projection);
  1565. graphics_->ClearTransformSources();
  1566. geometry->Draw(graphics_);
  1567. }
  1568. void View::UpdateOccluders(PODVector<Drawable*>& occluders, Camera* camera)
  1569. {
  1570. float occluderSizeThreshold_ = renderer_->GetOccluderSizeThreshold();
  1571. float halfViewSize = camera->GetHalfViewSize();
  1572. float invOrthoSize = 1.0f / camera->GetOrthoSize();
  1573. for (PODVector<Drawable*>::Iterator i = occluders.Begin(); i != occluders.End();)
  1574. {
  1575. Drawable* occluder = *i;
  1576. bool erase = false;
  1577. if (!occluder->IsInView(frame_, false))
  1578. occluder->UpdateBatches(frame_);
  1579. // Check occluder's draw distance (in main camera view)
  1580. float maxDistance = occluder->GetDrawDistance();
  1581. if (maxDistance <= 0.0f || occluder->GetDistance() <= maxDistance)
  1582. {
  1583. // Check that occluder is big enough on the screen
  1584. const BoundingBox& box = occluder->GetWorldBoundingBox();
  1585. float diagonal = box.Size().Length();
  1586. float compare;
  1587. if (!camera->IsOrthographic())
  1588. compare = diagonal * halfViewSize / occluder->GetDistance();
  1589. else
  1590. compare = diagonal * invOrthoSize;
  1591. if (compare < occluderSizeThreshold_)
  1592. erase = true;
  1593. else
  1594. {
  1595. // Store amount of triangles divided by screen size as a sorting key
  1596. // (best occluders are big and have few triangles)
  1597. occluder->SetSortValue((float)occluder->GetNumOccluderTriangles() / compare);
  1598. }
  1599. }
  1600. else
  1601. erase = true;
  1602. if (erase)
  1603. i = occluders.Erase(i);
  1604. else
  1605. ++i;
  1606. }
  1607. // Sort occluders so that if triangle budget is exceeded, best occluders have been drawn
  1608. if (occluders.Size())
  1609. Sort(occluders.Begin(), occluders.End(), CompareDrawables);
  1610. }
  1611. void View::DrawOccluders(OcclusionBuffer* buffer, const PODVector<Drawable*>& occluders)
  1612. {
  1613. buffer->SetMaxTriangles(maxOccluderTriangles_);
  1614. buffer->Clear();
  1615. for (unsigned i = 0; i < occluders.Size(); ++i)
  1616. {
  1617. Drawable* occluder = occluders[i];
  1618. if (i > 0)
  1619. {
  1620. // For subsequent occluders, do a test against the pixel-level occlusion buffer to see if rendering is necessary
  1621. if (!buffer->IsVisible(occluder->GetWorldBoundingBox()))
  1622. continue;
  1623. }
  1624. // Check for running out of triangles
  1625. if (!occluder->DrawOcclusion(buffer))
  1626. break;
  1627. }
  1628. buffer->BuildDepthHierarchy();
  1629. }
  1630. void View::ProcessLight(LightQueryResult& query, unsigned threadIndex)
  1631. {
  1632. Light* light = query.light_;
  1633. LightType type = light->GetLightType();
  1634. const Frustum& frustum = camera_->GetFrustum();
  1635. // Check if light should be shadowed
  1636. bool isShadowed = drawShadows_ && light->GetCastShadows() && !light->GetPerVertex() && light->GetShadowIntensity() < 1.0f;
  1637. // If shadow distance non-zero, check it
  1638. if (isShadowed && light->GetShadowDistance() > 0.0f && light->GetDistance() > light->GetShadowDistance())
  1639. isShadowed = false;
  1640. // OpenGL ES can not support point light shadows
  1641. #ifdef GL_ES_VERSION_2_0
  1642. if (isShadowed && type == LIGHT_POINT)
  1643. isShadowed = false;
  1644. #endif
  1645. // Get lit geometries. They must match the light mask and be inside the main camera frustum to be considered
  1646. PODVector<Drawable*>& tempDrawables = tempDrawables_[threadIndex];
  1647. query.litGeometries_.Clear();
  1648. switch (type)
  1649. {
  1650. case LIGHT_DIRECTIONAL:
  1651. for (unsigned i = 0; i < geometries_.Size(); ++i)
  1652. {
  1653. if (GetLightMask(geometries_[i]) & light->GetLightMask())
  1654. query.litGeometries_.Push(geometries_[i]);
  1655. }
  1656. break;
  1657. case LIGHT_SPOT:
  1658. {
  1659. FrustumOctreeQuery octreeQuery(tempDrawables, light->GetFrustum(), DRAWABLE_GEOMETRY, camera_->GetViewMask());
  1660. octree_->GetDrawables(octreeQuery);
  1661. for (unsigned i = 0; i < tempDrawables.Size(); ++i)
  1662. {
  1663. if (tempDrawables[i]->IsInView(frame_) && (GetLightMask(tempDrawables[i]) & light->GetLightMask()))
  1664. query.litGeometries_.Push(tempDrawables[i]);
  1665. }
  1666. }
  1667. break;
  1668. case LIGHT_POINT:
  1669. {
  1670. SphereOctreeQuery octreeQuery(tempDrawables, Sphere(light->GetNode()->GetWorldPosition(), light->GetRange()),
  1671. DRAWABLE_GEOMETRY, camera_->GetViewMask());
  1672. octree_->GetDrawables(octreeQuery);
  1673. for (unsigned i = 0; i < tempDrawables.Size(); ++i)
  1674. {
  1675. if (tempDrawables[i]->IsInView(frame_) && (GetLightMask(tempDrawables[i]) & light->GetLightMask()))
  1676. query.litGeometries_.Push(tempDrawables[i]);
  1677. }
  1678. }
  1679. break;
  1680. }
  1681. // If no lit geometries or not shadowed, no need to process shadow cameras
  1682. if (query.litGeometries_.Empty() || !isShadowed)
  1683. {
  1684. query.numSplits_ = 0;
  1685. return;
  1686. }
  1687. // Determine number of shadow cameras and setup their initial positions
  1688. SetupShadowCameras(query);
  1689. // Process each split for shadow casters
  1690. query.shadowCasters_.Clear();
  1691. for (unsigned i = 0; i < query.numSplits_; ++i)
  1692. {
  1693. Camera* shadowCamera = query.shadowCameras_[i];
  1694. const Frustum& shadowCameraFrustum = shadowCamera->GetFrustum();
  1695. query.shadowCasterBegin_[i] = query.shadowCasterEnd_[i] = query.shadowCasters_.Size();
  1696. // For point light check that the face is visible: if not, can skip the split
  1697. if (type == LIGHT_POINT && frustum.IsInsideFast(BoundingBox(shadowCameraFrustum)) == OUTSIDE)
  1698. continue;
  1699. // For directional light check that the split is inside the visible scene: if not, can skip the split
  1700. if (type == LIGHT_DIRECTIONAL)
  1701. {
  1702. if (minZ_ > query.shadowFarSplits_[i])
  1703. continue;
  1704. if (maxZ_ < query.shadowNearSplits_[i])
  1705. continue;
  1706. // Reuse lit geometry query for all except directional lights
  1707. ShadowCasterOctreeQuery query(tempDrawables, shadowCameraFrustum, DRAWABLE_GEOMETRY,
  1708. camera_->GetViewMask());
  1709. octree_->GetDrawables(query);
  1710. }
  1711. // Check which shadow casters actually contribute to the shadowing
  1712. ProcessShadowCasters(query, tempDrawables, i);
  1713. }
  1714. // If no shadow casters, the light can be rendered unshadowed. At this point we have not allocated a shadow map yet, so the
  1715. // only cost has been the shadow camera setup & queries
  1716. if (query.shadowCasters_.Empty())
  1717. query.numSplits_ = 0;
  1718. }
  1719. void View::ProcessShadowCasters(LightQueryResult& query, const PODVector<Drawable*>& drawables, unsigned splitIndex)
  1720. {
  1721. Light* light = query.light_;
  1722. Camera* shadowCamera = query.shadowCameras_[splitIndex];
  1723. const Frustum& shadowCameraFrustum = shadowCamera->GetFrustum();
  1724. const Matrix3x4& lightView = shadowCamera->GetView();
  1725. const Matrix4& lightProj = shadowCamera->GetProjection();
  1726. LightType type = light->GetLightType();
  1727. query.shadowCasterBox_[splitIndex].defined_ = false;
  1728. // Transform scene frustum into shadow camera's view space for shadow caster visibility check. For point & spot lights,
  1729. // we can use the whole scene frustum. For directional lights, use the intersection of the scene frustum and the split
  1730. // frustum, so that shadow casters do not get rendered into unnecessary splits
  1731. Frustum lightViewFrustum;
  1732. if (type != LIGHT_DIRECTIONAL)
  1733. lightViewFrustum = camera_->GetSplitFrustum(minZ_, maxZ_).Transformed(lightView);
  1734. else
  1735. lightViewFrustum = camera_->GetSplitFrustum(Max(minZ_, query.shadowNearSplits_[splitIndex]),
  1736. Min(maxZ_, query.shadowFarSplits_[splitIndex])).Transformed(lightView);
  1737. BoundingBox lightViewFrustumBox(lightViewFrustum);
  1738. // Check for degenerate split frustum: in that case there is no need to get shadow casters
  1739. if (lightViewFrustum.vertices_[0] == lightViewFrustum.vertices_[4])
  1740. return;
  1741. BoundingBox lightViewBox;
  1742. BoundingBox lightProjBox;
  1743. for (PODVector<Drawable*>::ConstIterator i = drawables.Begin(); i != drawables.End(); ++i)
  1744. {
  1745. Drawable* drawable = *i;
  1746. // In case this is a point or spot light query result reused for optimization, we may have non-shadowcasters included.
  1747. // Check for that first
  1748. if (!drawable->GetCastShadows())
  1749. continue;
  1750. // Check shadow mask
  1751. if (!(GetShadowMask(drawable) & light->GetLightMask()))
  1752. continue;
  1753. // For point light, check that this drawable is inside the split shadow camera frustum
  1754. if (type == LIGHT_POINT && shadowCameraFrustum.IsInsideFast(drawable->GetWorldBoundingBox()) == OUTSIDE)
  1755. continue;
  1756. // Check shadow distance
  1757. float maxShadowDistance = drawable->GetShadowDistance();
  1758. float drawDistance = drawable->GetDrawDistance();
  1759. bool batchesUpdated = drawable->IsInView(frame_, false);
  1760. if (drawDistance > 0.0f && (maxShadowDistance <= 0.0f || drawDistance < maxShadowDistance))
  1761. maxShadowDistance = drawDistance;
  1762. if (maxShadowDistance > 0.0f)
  1763. {
  1764. if (!batchesUpdated)
  1765. {
  1766. drawable->UpdateBatches(frame_);
  1767. batchesUpdated = true;
  1768. }
  1769. if (drawable->GetDistance() > maxShadowDistance)
  1770. continue;
  1771. }
  1772. // Note: as lights are processed threaded, it is possible a drawable's UpdateBatches() function is called several
  1773. // times. However, this should not cause problems as no scene modification happens at this point.
  1774. if (!batchesUpdated)
  1775. drawable->UpdateBatches(frame_);
  1776. // Project shadow caster bounding box to light view space for visibility check
  1777. lightViewBox = drawable->GetWorldBoundingBox().Transformed(lightView);
  1778. if (IsShadowCasterVisible(drawable, lightViewBox, shadowCamera, lightView, lightViewFrustum, lightViewFrustumBox))
  1779. {
  1780. // Merge to shadow caster bounding box and add to the list
  1781. if (type == LIGHT_DIRECTIONAL)
  1782. query.shadowCasterBox_[splitIndex].Merge(lightViewBox);
  1783. else
  1784. {
  1785. lightProjBox = lightViewBox.Projected(lightProj);
  1786. query.shadowCasterBox_[splitIndex].Merge(lightProjBox);
  1787. }
  1788. query.shadowCasters_.Push(drawable);
  1789. }
  1790. }
  1791. query.shadowCasterEnd_[splitIndex] = query.shadowCasters_.Size();
  1792. }
  1793. bool View::IsShadowCasterVisible(Drawable* drawable, BoundingBox lightViewBox, Camera* shadowCamera, const Matrix3x4& lightView,
  1794. const Frustum& lightViewFrustum, const BoundingBox& lightViewFrustumBox)
  1795. {
  1796. if (shadowCamera->IsOrthographic())
  1797. {
  1798. // Extrude the light space bounding box up to the far edge of the frustum's light space bounding box
  1799. lightViewBox.max_.z_ = Max(lightViewBox.max_.z_,lightViewFrustumBox.max_.z_);
  1800. return lightViewFrustum.IsInsideFast(lightViewBox) != OUTSIDE;
  1801. }
  1802. else
  1803. {
  1804. // If light is not directional, can do a simple check: if object is visible, its shadow is too
  1805. if (drawable->IsInView(frame_))
  1806. return true;
  1807. // For perspective lights, extrusion direction depends on the position of the shadow caster
  1808. Vector3 center = lightViewBox.Center();
  1809. Ray extrusionRay(center, center);
  1810. float extrusionDistance = shadowCamera->GetFarClip();
  1811. float originalDistance = Clamp(center.Length(), M_EPSILON, extrusionDistance);
  1812. // Because of the perspective, the bounding box must also grow when it is extruded to the distance
  1813. float sizeFactor = extrusionDistance / originalDistance;
  1814. // Calculate the endpoint box and merge it to the original. Because it's axis-aligned, it will be larger
  1815. // than necessary, so the test will be conservative
  1816. Vector3 newCenter = extrusionDistance * extrusionRay.direction_;
  1817. Vector3 newHalfSize = lightViewBox.Size() * sizeFactor * 0.5f;
  1818. BoundingBox extrudedBox(newCenter - newHalfSize, newCenter + newHalfSize);
  1819. lightViewBox.Merge(extrudedBox);
  1820. return lightViewFrustum.IsInsideFast(lightViewBox) != OUTSIDE;
  1821. }
  1822. }
  1823. IntRect View::GetShadowMapViewport(Light* light, unsigned splitIndex, Texture2D* shadowMap)
  1824. {
  1825. unsigned width = shadowMap->GetWidth();
  1826. unsigned height = shadowMap->GetHeight();
  1827. int maxCascades = renderer_->GetMaxShadowCascades();
  1828. switch (light->GetLightType())
  1829. {
  1830. case LIGHT_DIRECTIONAL:
  1831. if (maxCascades == 1)
  1832. return IntRect(0, 0, width, height);
  1833. else if (maxCascades == 2)
  1834. return IntRect(splitIndex * width / 2, 0, (splitIndex + 1) * width / 2, height);
  1835. else
  1836. return IntRect((splitIndex & 1) * width / 2, (splitIndex / 2) * height / 2, ((splitIndex & 1) + 1) * width / 2,
  1837. (splitIndex / 2 + 1) * height / 2);
  1838. case LIGHT_SPOT:
  1839. return IntRect(0, 0, width, height);
  1840. case LIGHT_POINT:
  1841. return IntRect((splitIndex & 1) * width / 2, (splitIndex / 2) * height / 3, ((splitIndex & 1) + 1) * width / 2,
  1842. (splitIndex / 2 + 1) * height / 3);
  1843. }
  1844. return IntRect();
  1845. }
  1846. void View::SetupShadowCameras(LightQueryResult& query)
  1847. {
  1848. Light* light = query.light_;
  1849. int splits = 0;
  1850. switch (light->GetLightType())
  1851. {
  1852. case LIGHT_DIRECTIONAL:
  1853. {
  1854. const CascadeParameters& cascade = light->GetShadowCascade();
  1855. float nearSplit = camera_->GetNearClip();
  1856. float farSplit;
  1857. while (splits < renderer_->GetMaxShadowCascades())
  1858. {
  1859. // If split is completely beyond camera far clip, we are done
  1860. if (nearSplit > camera_->GetFarClip())
  1861. break;
  1862. farSplit = Min(camera_->GetFarClip(), cascade.splits_[splits]);
  1863. if (farSplit <= nearSplit)
  1864. break;
  1865. // Setup the shadow camera for the split
  1866. Camera* shadowCamera = renderer_->GetShadowCamera();
  1867. query.shadowCameras_[splits] = shadowCamera;
  1868. query.shadowNearSplits_[splits] = nearSplit;
  1869. query.shadowFarSplits_[splits] = farSplit;
  1870. SetupDirLightShadowCamera(shadowCamera, light, nearSplit, farSplit);
  1871. nearSplit = farSplit;
  1872. ++splits;
  1873. }
  1874. }
  1875. break;
  1876. case LIGHT_SPOT:
  1877. {
  1878. Camera* shadowCamera = renderer_->GetShadowCamera();
  1879. query.shadowCameras_[0] = shadowCamera;
  1880. Node* cameraNode = shadowCamera->GetNode();
  1881. Node* lightNode = light->GetNode();
  1882. cameraNode->SetTransform(lightNode->GetWorldPosition(), lightNode->GetWorldRotation());
  1883. shadowCamera->SetNearClip(light->GetShadowNearFarRatio() * light->GetRange());
  1884. shadowCamera->SetFarClip(light->GetRange());
  1885. shadowCamera->SetFov(light->GetFov());
  1886. shadowCamera->SetAspectRatio(light->GetAspectRatio());
  1887. splits = 1;
  1888. }
  1889. break;
  1890. case LIGHT_POINT:
  1891. {
  1892. for (unsigned i = 0; i < MAX_CUBEMAP_FACES; ++i)
  1893. {
  1894. Camera* shadowCamera = renderer_->GetShadowCamera();
  1895. query.shadowCameras_[i] = shadowCamera;
  1896. Node* cameraNode = shadowCamera->GetNode();
  1897. // When making a shadowed point light, align the splits along X, Y and Z axes regardless of light rotation
  1898. cameraNode->SetPosition(light->GetNode()->GetWorldPosition());
  1899. cameraNode->SetDirection(*directions[i]);
  1900. shadowCamera->SetNearClip(light->GetShadowNearFarRatio() * light->GetRange());
  1901. shadowCamera->SetFarClip(light->GetRange());
  1902. shadowCamera->SetFov(90.0f);
  1903. shadowCamera->SetAspectRatio(1.0f);
  1904. }
  1905. splits = MAX_CUBEMAP_FACES;
  1906. }
  1907. break;
  1908. }
  1909. query.numSplits_ = splits;
  1910. }
  1911. void View::SetupDirLightShadowCamera(Camera* shadowCamera, Light* light, float nearSplit, float farSplit)
  1912. {
  1913. Node* shadowCameraNode = shadowCamera->GetNode();
  1914. Node* lightNode = light->GetNode();
  1915. float extrusionDistance = camera_->GetFarClip();
  1916. const FocusParameters& parameters = light->GetShadowFocus();
  1917. // Calculate initial position & rotation
  1918. Vector3 pos = cameraNode_->GetWorldPosition() - extrusionDistance * lightNode->GetWorldDirection();
  1919. shadowCameraNode->SetTransform(pos, lightNode->GetWorldRotation());
  1920. // Calculate main camera shadowed frustum in light's view space
  1921. farSplit = Min(farSplit, camera_->GetFarClip());
  1922. // Use the scene Z bounds to limit frustum size if applicable
  1923. if (parameters.focus_)
  1924. {
  1925. nearSplit = Max(minZ_, nearSplit);
  1926. farSplit = Min(maxZ_, farSplit);
  1927. }
  1928. Frustum splitFrustum = camera_->GetSplitFrustum(nearSplit, farSplit);
  1929. Polyhedron frustumVolume;
  1930. frustumVolume.Define(splitFrustum);
  1931. // If focusing enabled, clip the frustum volume by the combined bounding box of the lit geometries within the frustum
  1932. if (parameters.focus_)
  1933. {
  1934. BoundingBox litGeometriesBox;
  1935. for (unsigned i = 0; i < geometries_.Size(); ++i)
  1936. {
  1937. Drawable* drawable = geometries_[i];
  1938. // Skip skyboxes as they have undefinedly large bounding box size
  1939. if (drawable->GetType() == Skybox::GetTypeStatic())
  1940. continue;
  1941. if (drawable->GetMinZ() <= farSplit && drawable->GetMaxZ() >= nearSplit &&
  1942. (GetLightMask(drawable) & light->GetLightMask()))
  1943. litGeometriesBox.Merge(drawable->GetWorldBoundingBox());
  1944. }
  1945. if (litGeometriesBox.defined_)
  1946. {
  1947. frustumVolume.Clip(litGeometriesBox);
  1948. // If volume became empty, restore it to avoid zero size
  1949. if (frustumVolume.Empty())
  1950. frustumVolume.Define(splitFrustum);
  1951. }
  1952. }
  1953. // Transform frustum volume to light space
  1954. const Matrix3x4& lightView = shadowCamera->GetView();
  1955. frustumVolume.Transform(lightView);
  1956. // Fit the frustum volume inside a bounding box. If uniform size, use a sphere instead
  1957. BoundingBox shadowBox;
  1958. if (!parameters.nonUniform_)
  1959. shadowBox.Define(Sphere(frustumVolume));
  1960. else
  1961. shadowBox.Define(frustumVolume);
  1962. shadowCamera->SetOrthographic(true);
  1963. shadowCamera->SetAspectRatio(1.0f);
  1964. shadowCamera->SetNearClip(0.0f);
  1965. shadowCamera->SetFarClip(shadowBox.max_.z_);
  1966. // Center shadow camera on the bounding box. Can not snap to texels yet as the shadow map viewport is unknown
  1967. QuantizeDirLightShadowCamera(shadowCamera, light, IntRect(0, 0, 0, 0), shadowBox);
  1968. }
  1969. void View::FinalizeShadowCamera(Camera* shadowCamera, Light* light, const IntRect& shadowViewport,
  1970. const BoundingBox& shadowCasterBox)
  1971. {
  1972. const FocusParameters& parameters = light->GetShadowFocus();
  1973. float shadowMapWidth = (float)(shadowViewport.Width());
  1974. LightType type = light->GetLightType();
  1975. if (type == LIGHT_DIRECTIONAL)
  1976. {
  1977. BoundingBox shadowBox;
  1978. shadowBox.max_.y_ = shadowCamera->GetOrthoSize() * 0.5f;
  1979. shadowBox.max_.x_ = shadowCamera->GetAspectRatio() * shadowBox.max_.y_;
  1980. shadowBox.min_.y_ = -shadowBox.max_.y_;
  1981. shadowBox.min_.x_ = -shadowBox.max_.x_;
  1982. // Requantize and snap to shadow map texels
  1983. QuantizeDirLightShadowCamera(shadowCamera, light, shadowViewport, shadowBox);
  1984. }
  1985. if (type == LIGHT_SPOT)
  1986. {
  1987. if (parameters.focus_)
  1988. {
  1989. float viewSizeX = Max(Abs(shadowCasterBox.min_.x_), Abs(shadowCasterBox.max_.x_));
  1990. float viewSizeY = Max(Abs(shadowCasterBox.min_.y_), Abs(shadowCasterBox.max_.y_));
  1991. float viewSize = Max(viewSizeX, viewSizeY);
  1992. // Scale the quantization parameters, because view size is in projection space (-1.0 - 1.0)
  1993. float invOrthoSize = 1.0f / shadowCamera->GetOrthoSize();
  1994. float quantize = parameters.quantize_ * invOrthoSize;
  1995. float minView = parameters.minView_ * invOrthoSize;
  1996. viewSize = Max(ceilf(viewSize / quantize) * quantize, minView);
  1997. if (viewSize < 1.0f)
  1998. shadowCamera->SetZoom(1.0f / viewSize);
  1999. }
  2000. }
  2001. // Perform a finalization step for all lights: ensure zoom out of 2 pixels to eliminate border filtering issues
  2002. // For point lights use 4 pixels, as they must not cross sides of the virtual cube map (maximum 3x3 PCF)
  2003. if (shadowCamera->GetZoom() >= 1.0f)
  2004. {
  2005. if (light->GetLightType() != LIGHT_POINT)
  2006. shadowCamera->SetZoom(shadowCamera->GetZoom() * ((shadowMapWidth - 2.0f) / shadowMapWidth));
  2007. else
  2008. {
  2009. #ifdef USE_OPENGL
  2010. shadowCamera->SetZoom(shadowCamera->GetZoom() * ((shadowMapWidth - 3.0f) / shadowMapWidth));
  2011. #else
  2012. shadowCamera->SetZoom(shadowCamera->GetZoom() * ((shadowMapWidth - 4.0f) / shadowMapWidth));
  2013. #endif
  2014. }
  2015. }
  2016. }
  2017. void View::QuantizeDirLightShadowCamera(Camera* shadowCamera, Light* light, const IntRect& shadowViewport,
  2018. const BoundingBox& viewBox)
  2019. {
  2020. Node* shadowCameraNode = shadowCamera->GetNode();
  2021. const FocusParameters& parameters = light->GetShadowFocus();
  2022. float shadowMapWidth = (float)(shadowViewport.Width());
  2023. float minX = viewBox.min_.x_;
  2024. float minY = viewBox.min_.y_;
  2025. float maxX = viewBox.max_.x_;
  2026. float maxY = viewBox.max_.y_;
  2027. Vector2 center((minX + maxX) * 0.5f, (minY + maxY) * 0.5f);
  2028. Vector2 viewSize(maxX - minX, maxY - minY);
  2029. // Quantize size to reduce swimming
  2030. // Note: if size is uniform and there is no focusing, quantization is unnecessary
  2031. if (parameters.nonUniform_)
  2032. {
  2033. viewSize.x_ = ceilf(sqrtf(viewSize.x_ / parameters.quantize_));
  2034. viewSize.y_ = ceilf(sqrtf(viewSize.y_ / parameters.quantize_));
  2035. viewSize.x_ = Max(viewSize.x_ * viewSize.x_ * parameters.quantize_, parameters.minView_);
  2036. viewSize.y_ = Max(viewSize.y_ * viewSize.y_ * parameters.quantize_, parameters.minView_);
  2037. }
  2038. else if (parameters.focus_)
  2039. {
  2040. viewSize.x_ = Max(viewSize.x_, viewSize.y_);
  2041. viewSize.x_ = ceilf(sqrtf(viewSize.x_ / parameters.quantize_));
  2042. viewSize.x_ = Max(viewSize.x_ * viewSize.x_ * parameters.quantize_, parameters.minView_);
  2043. viewSize.y_ = viewSize.x_;
  2044. }
  2045. shadowCamera->SetOrthoSize(viewSize);
  2046. // Center shadow camera to the view space bounding box
  2047. Quaternion rot(shadowCameraNode->GetWorldRotation());
  2048. Vector3 adjust(center.x_, center.y_, 0.0f);
  2049. shadowCameraNode->Translate(rot * adjust);
  2050. // If the shadow map viewport is known, snap to whole texels
  2051. if (shadowMapWidth > 0.0f)
  2052. {
  2053. Vector3 viewPos(rot.Inverse() * shadowCameraNode->GetWorldPosition());
  2054. // Take into account that shadow map border will not be used
  2055. float invActualSize = 1.0f / (shadowMapWidth - 2.0f);
  2056. Vector2 texelSize(viewSize.x_ * invActualSize, viewSize.y_ * invActualSize);
  2057. Vector3 snap(-fmodf(viewPos.x_, texelSize.x_), -fmodf(viewPos.y_, texelSize.y_), 0.0f);
  2058. shadowCameraNode->Translate(rot * snap);
  2059. }
  2060. }
  2061. void View::FindZone(Drawable* drawable)
  2062. {
  2063. Vector3 center = drawable->GetWorldBoundingBox().Center();
  2064. int bestPriority = M_MIN_INT;
  2065. Zone* newZone = 0;
  2066. // If bounding box center is in view, the zone assignment is conclusive also for next frames. Otherwise it is temporary
  2067. // (possibly incorrect) and must be re-evaluated on the next frame
  2068. bool temporary = !camera_->GetFrustum().IsInside(center);
  2069. // First check if the last zone remains a conclusive result
  2070. Zone* lastZone = drawable->GetLastZone();
  2071. if (lastZone && (lastZone->GetViewMask() & camera_->GetViewMask()) && lastZone->GetPriority() >= highestZonePriority_ &&
  2072. (drawable->GetZoneMask() & lastZone->GetZoneMask()) && lastZone->IsInside(center))
  2073. newZone = lastZone;
  2074. else
  2075. {
  2076. for (PODVector<Zone*>::Iterator i = zones_.Begin(); i != zones_.End(); ++i)
  2077. {
  2078. Zone* zone = *i;
  2079. int priority = zone->GetPriority();
  2080. if (priority > bestPriority && (drawable->GetZoneMask() & zone->GetZoneMask()) && zone->IsInside(center))
  2081. {
  2082. newZone = zone;
  2083. bestPriority = priority;
  2084. }
  2085. }
  2086. }
  2087. drawable->SetZone(newZone, temporary);
  2088. }
  2089. Technique* View::GetTechnique(Drawable* drawable, Material* material)
  2090. {
  2091. if (!material)
  2092. {
  2093. const Vector<TechniqueEntry>& techniques = renderer_->GetDefaultMaterial()->GetTechniques();
  2094. return techniques.Size() ? techniques[0].technique_ : (Technique*)0;
  2095. }
  2096. const Vector<TechniqueEntry>& techniques = material->GetTechniques();
  2097. // If only one technique, no choice
  2098. if (techniques.Size() == 1)
  2099. return techniques[0].technique_;
  2100. else
  2101. {
  2102. float lodDistance = drawable->GetLodDistance();
  2103. // Check for suitable technique. Techniques should be ordered like this:
  2104. // Most distant & highest quality
  2105. // Most distant & lowest quality
  2106. // Second most distant & highest quality
  2107. // ...
  2108. for (unsigned i = 0; i < techniques.Size(); ++i)
  2109. {
  2110. const TechniqueEntry& entry = techniques[i];
  2111. Technique* tech = entry.technique_;
  2112. if (!tech || (tech->IsSM3() && !graphics_->GetSM3Support()) || materialQuality_ < entry.qualityLevel_)
  2113. continue;
  2114. if (lodDistance >= entry.lodDistance_)
  2115. return tech;
  2116. }
  2117. // If no suitable technique found, fallback to the last
  2118. return techniques.Size() ? techniques.Back().technique_ : (Technique*)0;
  2119. }
  2120. }
  2121. void View::CheckMaterialForAuxView(Material* material)
  2122. {
  2123. const SharedPtr<Texture>* textures = material->GetTextures();
  2124. for (unsigned i = 0; i < MAX_MATERIAL_TEXTURE_UNITS; ++i)
  2125. {
  2126. Texture* texture = textures[i];
  2127. if (texture && texture->GetUsage() == TEXTURE_RENDERTARGET)
  2128. {
  2129. // Have to check cube & 2D textures separately
  2130. if (texture->GetType() == Texture2D::GetTypeStatic())
  2131. {
  2132. Texture2D* tex2D = static_cast<Texture2D*>(texture);
  2133. RenderSurface* target = tex2D->GetRenderSurface();
  2134. if (target && target->GetUpdateMode() == SURFACE_UPDATEVISIBLE)
  2135. target->QueueUpdate();
  2136. }
  2137. else if (texture->GetType() == TextureCube::GetTypeStatic())
  2138. {
  2139. TextureCube* texCube = static_cast<TextureCube*>(texture);
  2140. for (unsigned j = 0; j < MAX_CUBEMAP_FACES; ++j)
  2141. {
  2142. RenderSurface* target = texCube->GetRenderSurface((CubeMapFace)j);
  2143. if (target && target->GetUpdateMode() == SURFACE_UPDATEVISIBLE)
  2144. target->QueueUpdate();
  2145. }
  2146. }
  2147. }
  2148. }
  2149. // Flag as processed so we can early-out next time we come across this material on the same frame
  2150. material->MarkForAuxView(frame_.frameNumber_);
  2151. }
  2152. void View::AddBatchToQueue(BatchQueue& batchQueue, Batch& batch, Technique* tech, bool allowInstancing, bool allowShadows)
  2153. {
  2154. if (!batch.material_)
  2155. batch.material_ = renderer_->GetDefaultMaterial();
  2156. // Convert to instanced if possible
  2157. if (allowInstancing && batch.geometryType_ == GEOM_STATIC && batch.geometry_->GetIndexBuffer() && !batch.overrideView_)
  2158. batch.geometryType_ = GEOM_INSTANCED;
  2159. if (batch.geometryType_ == GEOM_INSTANCED)
  2160. {
  2161. HashMap<BatchGroupKey, BatchGroup>* groups = batch.isBase_ ? &batchQueue.baseBatchGroups_ : &batchQueue.batchGroups_;
  2162. BatchGroupKey key(batch);
  2163. HashMap<BatchGroupKey, BatchGroup>::Iterator i = groups->Find(key);
  2164. if (i == groups->End())
  2165. {
  2166. // Create a new group based on the batch
  2167. // In case the group remains below the instancing limit, do not enable instancing shaders yet
  2168. BatchGroup newGroup(batch);
  2169. newGroup.geometryType_ = GEOM_STATIC;
  2170. renderer_->SetBatchShaders(newGroup, tech, allowShadows);
  2171. newGroup.CalculateSortKey();
  2172. i = groups->Insert(MakePair(key, newGroup));
  2173. }
  2174. int oldSize = i->second_.instances_.Size();
  2175. i->second_.AddTransforms(batch);
  2176. // Convert to using instancing shaders when the instancing limit is reached
  2177. if (oldSize < minInstances_ && (int)i->second_.instances_.Size() >= minInstances_)
  2178. {
  2179. i->second_.geometryType_ = GEOM_INSTANCED;
  2180. renderer_->SetBatchShaders(i->second_, tech, allowShadows);
  2181. i->second_.CalculateSortKey();
  2182. }
  2183. }
  2184. else
  2185. {
  2186. renderer_->SetBatchShaders(batch, tech, allowShadows);
  2187. batch.CalculateSortKey();
  2188. batchQueue.batches_.Push(batch);
  2189. }
  2190. }
  2191. void View::PrepareInstancingBuffer()
  2192. {
  2193. PROFILE(PrepareInstancingBuffer);
  2194. unsigned totalInstances = 0;
  2195. for (HashMap<StringHash, BatchQueue>::Iterator i = batchQueues_.Begin(); i != batchQueues_.End(); ++i)
  2196. totalInstances += i->second_.GetNumInstances();
  2197. for (Vector<LightBatchQueue>::Iterator i = lightQueues_.Begin(); i != lightQueues_.End(); ++i)
  2198. {
  2199. for (unsigned j = 0; j < i->shadowSplits_.Size(); ++j)
  2200. totalInstances += i->shadowSplits_[j].shadowBatches_.GetNumInstances();
  2201. totalInstances += i->litBatches_.GetNumInstances();
  2202. }
  2203. // If fail to set buffer size, fall back to per-group locking
  2204. if (totalInstances && renderer_->ResizeInstancingBuffer(totalInstances))
  2205. {
  2206. VertexBuffer* instancingBuffer = renderer_->GetInstancingBuffer();
  2207. unsigned freeIndex = 0;
  2208. void* dest = instancingBuffer->Lock(0, totalInstances, true);
  2209. if (!dest)
  2210. return;
  2211. for (HashMap<StringHash, BatchQueue>::Iterator i = batchQueues_.Begin(); i != batchQueues_.End(); ++i)
  2212. i->second_.SetTransforms(dest, freeIndex);
  2213. for (Vector<LightBatchQueue>::Iterator i = lightQueues_.Begin(); i != lightQueues_.End(); ++i)
  2214. {
  2215. for (unsigned j = 0; j < i->shadowSplits_.Size(); ++j)
  2216. i->shadowSplits_[j].shadowBatches_.SetTransforms(dest, freeIndex);
  2217. i->litBatches_.SetTransforms(dest, freeIndex);
  2218. }
  2219. instancingBuffer->Unlock();
  2220. }
  2221. }
  2222. void View::SetupLightVolumeBatch(Batch& batch)
  2223. {
  2224. Light* light = batch.lightQueue_->light_;
  2225. LightType type = light->GetLightType();
  2226. Vector3 cameraPos = cameraNode_->GetWorldPosition();
  2227. float lightDist;
  2228. graphics_->SetBlendMode(BLEND_ADD);
  2229. graphics_->SetDepthBias(0.0f, 0.0f);
  2230. graphics_->SetDepthWrite(false);
  2231. graphics_->SetFillMode(FILL_SOLID);
  2232. graphics_->SetClipPlane(false);
  2233. if (type != LIGHT_DIRECTIONAL)
  2234. {
  2235. if (type == LIGHT_POINT)
  2236. lightDist = Sphere(light->GetNode()->GetWorldPosition(), light->GetRange() * 1.25f).Distance(cameraPos);
  2237. else
  2238. lightDist = light->GetFrustum().Distance(cameraPos);
  2239. // Draw front faces if not inside light volume
  2240. if (lightDist < camera_->GetNearClip() * 2.0f)
  2241. {
  2242. renderer_->SetCullMode(CULL_CW, camera_);
  2243. graphics_->SetDepthTest(CMP_GREATER);
  2244. }
  2245. else
  2246. {
  2247. renderer_->SetCullMode(CULL_CCW, camera_);
  2248. graphics_->SetDepthTest(CMP_LESSEQUAL);
  2249. }
  2250. }
  2251. else
  2252. {
  2253. // In case the same camera is used for multiple views with differing aspect ratios (not recommended)
  2254. // refresh the directional light's model transform before rendering
  2255. light->GetVolumeTransform(camera_);
  2256. graphics_->SetCullMode(CULL_NONE);
  2257. graphics_->SetDepthTest(CMP_ALWAYS);
  2258. }
  2259. graphics_->SetScissorTest(false);
  2260. graphics_->SetStencilTest(true, CMP_NOTEQUAL, OP_KEEP, OP_KEEP, OP_KEEP, 0, light->GetLightMask());
  2261. }
  2262. void View::RenderShadowMap(const LightBatchQueue& queue)
  2263. {
  2264. PROFILE(RenderShadowMap);
  2265. Texture2D* shadowMap = queue.shadowMap_;
  2266. graphics_->SetTexture(TU_SHADOWMAP, 0);
  2267. graphics_->SetColorWrite(false);
  2268. graphics_->SetFillMode(FILL_SOLID);
  2269. graphics_->SetClipPlane(false);
  2270. graphics_->SetStencilTest(false);
  2271. graphics_->SetRenderTarget(0, shadowMap->GetRenderSurface()->GetLinkedRenderTarget());
  2272. graphics_->SetDepthStencil(shadowMap);
  2273. graphics_->SetViewport(IntRect(0, 0, shadowMap->GetWidth(), shadowMap->GetHeight()));
  2274. graphics_->Clear(CLEAR_DEPTH);
  2275. // Set shadow depth bias
  2276. const BiasParameters& parameters = queue.light_->GetShadowBias();
  2277. // Render each of the splits
  2278. for (unsigned i = 0; i < queue.shadowSplits_.Size(); ++i)
  2279. {
  2280. float multiplier = 1.0f;
  2281. // For directional light cascade splits, adjust depth bias according to the far clip ratio of the splits
  2282. if (i > 0 && queue.light_->GetLightType() == LIGHT_DIRECTIONAL)
  2283. {
  2284. multiplier = Max(queue.shadowSplits_[i].shadowCamera_->GetFarClip() / queue.shadowSplits_[0].shadowCamera_->GetFarClip(), 1.0f);
  2285. multiplier = 1.0f + (multiplier - 1.0f) * queue.light_->GetShadowCascade().biasAutoAdjust_;
  2286. }
  2287. graphics_->SetDepthBias(multiplier * parameters.constantBias_, multiplier * parameters.slopeScaledBias_);
  2288. const ShadowBatchQueue& shadowQueue = queue.shadowSplits_[i];
  2289. if (!shadowQueue.shadowBatches_.IsEmpty())
  2290. {
  2291. graphics_->SetViewport(shadowQueue.shadowViewport_);
  2292. shadowQueue.shadowBatches_.Draw(this);
  2293. }
  2294. }
  2295. graphics_->SetColorWrite(true);
  2296. graphics_->SetDepthBias(0.0f, 0.0f);
  2297. }
  2298. RenderSurface* View::GetDepthStencil(RenderSurface* renderTarget)
  2299. {
  2300. // If using the backbuffer, return the backbuffer depth-stencil
  2301. if (!renderTarget)
  2302. return 0;
  2303. // Then check for linked depth-stencil
  2304. RenderSurface* depthStencil = renderTarget->GetLinkedDepthStencil();
  2305. // Finally get one from Renderer
  2306. if (!depthStencil)
  2307. depthStencil = renderer_->GetDepthStencil(renderTarget->GetWidth(), renderTarget->GetHeight());
  2308. return depthStencil;
  2309. }
  2310. }